June/July Live Magazine 2018
Our latest Live magazine, check out interviews with creators of games such as Moss, reviews on the latest games and movies + a special trading card tournaments feature at Gametraders!
Our latest Live magazine, check out interviews with creators of games such as Moss, reviews on the latest games and movies + a special trading card tournaments feature at Gametraders!
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JUNE/JULY ISSUE <strong>2018</strong><br />
IVE<br />
FEATURING<br />
TRADING CARD<br />
TOURNAMENTS<br />
WIN<br />
A double<br />
pass for<br />
The Equalizer 2!<br />
pg. 28<br />
+ Deadpool 2<br />
pg 22<br />
E3 Opinions - Banjo Kazooie & Harry Potter 20th - Kirby Star Allies<br />
AND<br />
God of War<br />
pg 134
WIN FREE<br />
TICKETS<br />
Check out page 28 for details on how you can go in the drawn to win! (Australia only)
From the Editor<br />
Hello and welcome to the <strong>June</strong> edition of Gametraders <strong>Live</strong>!<br />
Before you jump in and start reading all our exciting articles, I have<br />
a quick bit of news for you. Our editor Rob Jenkins has moved on<br />
from Gametraders and will no longer be working on this magazine.<br />
We wanted to take a moment here to thank him for all his hard work<br />
and to wish him all the best in his future endeavours.<br />
I am incredibly honoured to be able to take over as editor and<br />
designer for this magazine and I would like to reassure you all that<br />
the magazine will continue to bring you all the content you love.<br />
With that being said, go ahead and read on, we have a very exciting<br />
edition for you, with a special feature on Trading Card Tournaments<br />
at Gametraders!<br />
Emily Langford<br />
Emily Langford,<br />
EDITOR
What’s inside<br />
SOLO: A STARWARS STORY<br />
OPINION PIECE<br />
Pg. 10<br />
REVIEW AND<br />
OPINION<br />
Pg. 18 & 24<br />
“Detective<br />
Pikachu oozes<br />
charm and<br />
intrigue as the<br />
narrative peels<br />
back layer<br />
after layer of<br />
the Pokèmon<br />
world.”<br />
pg. 44
THE LIVE TEAM<br />
EDITOR & DESIGNER: Emily Langford<br />
WRITERS:<br />
Shaun Stoddard, Shaun’s Spinions, God of War<br />
Norse Mythology<br />
Scott Sowter, Entertainment review and opinion<br />
Benn Banasik, Gametraders Macarthur Square<br />
DETROIT: BECOME<br />
HUMAN REVIEW<br />
pg. 120<br />
Paul Monopoli, Dragon Ball R & R<br />
Anny Sims, Cosplay & Contact Lenses<br />
Stephen LaGioia, Jackson Newsome, Ben Dye, Evan<br />
Norris, Brandon J. Wysocki, Taneli Palola & Rex<br />
Hindrichs, VGChartz<br />
8-37 MOVIES<br />
28 THE EQUALIZER 2 GIVEAWAY<br />
40-145 GAMES<br />
E3: 10 INTERESTING GAMES, pg 64<br />
GOD OF<br />
WAR<br />
pg. 134<br />
E3: THE MAJOR LETDOWNS, pg 76<br />
INTERVIEW: DANNY BULLA (MOSS), PG 84<br />
INTERVIEW: DECK 13 (SURGE), PG 92<br />
96-119 TRADING CARD GAMES<br />
DUNGEONS & DRAGONS, pg 98<br />
MAGIC: THE GATHERING, pg 104<br />
FANS ALTERNATIVES, pg 112<br />
STATE OF DECAY 2 REVIEW<br />
pg. 126<br />
148 DRAGON BALL R&R<br />
152 COSPLAY: CONTACT LENSES
EXCITING PRODUCTS!<br />
DEADPOOL VS THE WORLD $40<br />
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Deadpool makes his mark on adult gaming in Deadpool vs the<br />
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AVENGERS: INFINITY WAR POPS!<br />
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MOVIE<br />
THE EQUALIZER<br />
GIVEAWAY<br />
SHAUNS SPINIONS:<br />
DEADPOOL 2 & AVENGERS<br />
INFINITY WAR<br />
SOLO: A STAR WARS<br />
STORY OPINION PIECE
S<br />
HARRY POTTER BOOKS 20TH<br />
ANNIVERSARY TRIVIA<br />
AVENGERS INFINITY WAR<br />
REVIEW<br />
2
Going solo:<br />
starwars vs s<br />
In 1977 the world was<br />
introduced to Han Solo.<br />
Harrison Ford brought this<br />
character to life in the first<br />
Star Wars fIlm. He reprised<br />
the character in the<br />
sequels The Empire Strikes<br />
Back and Return of the<br />
Jedi. In 2015 with the return<br />
of the Star Wars franchise<br />
with The Force Awakens<br />
we were all treated to the<br />
return of Han. The world<br />
went nuts when this film<br />
came out, it grossed over<br />
two billion dollars at the box<br />
office and set the stage for<br />
what would be the return<br />
of the great space opera.<br />
Soon it was announced that<br />
Han Solo would be getting<br />
his own spin off film. Solo A<br />
Star Wars Story hit cinemas<br />
in May <strong>2018</strong> and well...<br />
Things got interesting.<br />
The Force Awakens was<br />
met with critical acclaim<br />
and love from the fans,<br />
as stated it made a<br />
boatload of money and<br />
was generally loved. A year<br />
later Lucasfilm released<br />
Rogue One A Star Wars<br />
Story, detailing the struggle<br />
between the Empire and<br />
the Rebels as the Rebels<br />
attempt to steal the Death<br />
Star Plans leading right into<br />
the original Star Wars film.<br />
While Rogue One didn’t<br />
make quite as much money<br />
as The Force Awakens, just<br />
over a billion dollar gross is<br />
nothing to sneeze at. It also<br />
received critical acclaim,<br />
and made just over a billion<br />
dollars at the box office. It<br />
seemed like the Star Wars<br />
global domination was on a<br />
roll and may not stop.
tarwars fans<br />
BY SCOTT SOWTER
And then... Star Wars The Last Jedi hit theatres in<br />
December 2017. It was the eighth instalment in<br />
the main series and followed on directly from The<br />
Force Awakens. Anticipation was at fever pitch,<br />
speculation reigned with The Force Awakens<br />
leaving many questions that fans desperately<br />
required answers to. I myself was one of them. I<br />
was there at a midnight screening of the film, my<br />
head full of expectations and my own little theories<br />
waiting to see the epic next instalment of my<br />
favourite franchise. I left the cinema at three in the<br />
morning not really knowing what to think or what<br />
to say. The Last Jedi took every fan expectation<br />
and savagely slapped them aside. This movie was<br />
playing by no ones rules. On a second viewing I<br />
responded more favourably. I actually liked the<br />
way the movie toyed with my expectations. It took<br />
a darker approach. It shattered our conceptions<br />
of the Force, what is and what would be. The<br />
movie is by no means perfect featuring some poor<br />
attempts at humour and one wildly dumb subplot<br />
involving a casino, but, whatever, it’s Star Wars.<br />
There were far worse sins in the prequel trilogy.<br />
But then it started. The waves of vicious fan<br />
backlash. This movie made people mad! Despite<br />
acclaim from the critics fans turned against it.<br />
There were calls to have Kathleen Kennedy the<br />
head of Lucasfilm fired. Rian Johnson the director<br />
received death threats. Some of the actors in<br />
the film removed all traces of their social media<br />
profiles after being threatened and bullied by fans.<br />
It just became an ugly poisonous mess. Fans can<br />
be utterly horrible. Behaviour on display that was<br />
truly revolting. It was only a movie...
This year Solo hit theatres. Despite a<br />
rough start with a change of directors, Solo<br />
seemed to be on track to be quite the hit.<br />
It looked fun, it saw more of our favourite<br />
characters coming back. The Millennium<br />
Falcon in all it’s glory. Lucasfilm seemed to<br />
have another money maker in the bag. Then<br />
the movie came out. Solo is by no means<br />
a bad movie. It lacked some of the punch<br />
of Rogue One but it was a fun little outing.<br />
However the film has flopped massively.<br />
The film was estimated to need to gross at<br />
least five hundred million dollars to break<br />
even with budget and marketing costs. As<br />
it stands the film has only grossed three<br />
hundred million. No where near the billion<br />
dollar club the rest of the new Star Wars<br />
films hang out in. So why did Solo fail?
Some blame the troubled<br />
development of the film, some<br />
“Star Wars fatigue” being<br />
released less than six months<br />
after The Last Jedi. But I feel,<br />
it’s failure is that is was simply<br />
released after The Last Jedi. The<br />
toxic pool of Star Wars fandom<br />
has really turned against the<br />
franchise. The sheer hatred of<br />
The Last Jedi has seemingly<br />
smashed the Star Wars franchise.<br />
There are rumours of all spinoff<br />
films being cancelled for the<br />
meantime. Rumours Kathleen<br />
Kennedy may step down in the<br />
not too distant future. It has all<br />
become kind of crazy. I wish I<br />
could say I am shocked... But<br />
I’m not. The reality is, The Last<br />
Jedi may have killed Star Wars.<br />
It’s a shame. I appreciate that<br />
Lucasfilm and director Rian<br />
Jonson tried their best to give<br />
us the unexpected. They tried to<br />
bring us a new and daring vision<br />
for the Star Wars universe and it<br />
was seemingly rejected. Now with<br />
Solo Lucasfilm has attempted to<br />
make the safest Star Wars film<br />
possible and it has also been<br />
rejected. The franchise feels like<br />
it is lost in space. With no clear<br />
direction. It’s a damned if they do,<br />
damned if they don’t situation.<br />
I, as a Star Wars fan just want more<br />
Star Wars. With the future of the<br />
franchise clouded by the dark side<br />
of the force it is an uncertain what<br />
will come next. Just don’t be a jerk<br />
about it. It’s ok not to like a movie,<br />
but death threats? I don’t like salt<br />
and vinegar chips but I don’t send<br />
letter bombs to Smith’s Chips. Just<br />
be sensible and responsible. Love<br />
your fandom. But don’t be a jerk.<br />
BY SCOTT F. SOWTER<br />
@ScottFSowter
STARWARS<br />
POP! VINYLS!<br />
GET THEM AT GAMETRADERS<br />
All standard size pops. Ask staff for details.
WRITTEN BY SCOTT SOWTER<br />
AVENGERS: INFINIT<br />
With a crash and a boom Avengers<br />
Infinity has finally burst onto our screens.<br />
Marvel’s ten years of hard work and world<br />
building has all come to the fore in their<br />
most ambitious film yet. But can Infinity<br />
War possibly live up to the hype? We<br />
have waited for Thanos to crash the party<br />
since he showed up at the end of the first<br />
Avengers. Well the wait is over.<br />
Infinity War pits the Avengers and the<br />
Guardians of the Galaxy against Thanos,<br />
the baddest bad guy that ever bad... ed.<br />
Thanos is seeking the Infinity Stones.<br />
Powerful artefacts that grant the owner<br />
near omnipotence. Thanos seeks to<br />
balance the universe, aka, kill half of all life<br />
in the universe. This he claims will set things<br />
right.<br />
From the get go Infinity War wastes no time<br />
in showing us how break neck it’s pace will<br />
be. Opening where Thor Ragnarok ended<br />
we are given a full taste of Thanos’s power<br />
when he beats the Hulk like a drum. From<br />
there we know this dude means business<br />
and the adventure just powers forward.<br />
The film is relentless in it’s pace. We meet<br />
all our favourite characters as we launch<br />
from place to place in scene to scene. The<br />
film simply never slows down. Which is a<br />
good thing given how much content there<br />
is covered in this war. It really does feel like<br />
a war! There is fighting on many fronts and<br />
sacrifices will be made. Needless to say not<br />
every Avenger will be making it out of this<br />
one alive.<br />
Infinity War shines in it’s writing and<br />
execution. The Russo Brothers who were<br />
behind the amazing Captain America<br />
Winter Soldier (perhaps still the best film<br />
in the MCU) bring their signature flavour to<br />
the film. Amazing wit and solid direction.<br />
These guys proved they know how to give<br />
us delightful comedy one minute and heart<br />
wrenching pain the next. The film moves<br />
fairly seamlessly under their guidance and<br />
they execute one of the finest juggling acts<br />
in cinema history.
Y WAR<br />
REVIEW
The films most amazing performance comes<br />
form Josh Brolin who, with the power of motion<br />
capture gives us one of the most interesting<br />
villains in the MCU in Thanos. Thanos comes<br />
across as a fairly complex character and you<br />
get the feeling that even if he knew that killing<br />
half the life in the universe meant he would<br />
die, he would do it anyway because the greater<br />
good is more important. He is a character<br />
that absolutely believes in his goal. That is<br />
an amazing thing, especially in the MCU that<br />
has sadly suffered with pretty average villains<br />
since Loki (Vulture aside). Thanos stands<br />
tall as perhaps the best villain the MCU has<br />
put to screen, and let’s face it, he had to be!<br />
Ten years to get another lunatic who wants<br />
to just blow everything up would have been a<br />
disappointment.<br />
The rest of the cast does a solid job! I won’t list<br />
names because, well this review would be six<br />
pages long! They all bring their A-game and for<br />
many this really does feel like the end of the<br />
road, or at least the end is just in sight.<br />
Without spoiling anything, there is a part two<br />
to this juggxrnaught of a film that is due out in<br />
May 2019. Fans around the world continue to<br />
speculate and await anxiously the fate of the<br />
the universe.<br />
Avengers Infinity War is the ultimate in dollar<br />
coaster thrill rides. It is a blast, great fun,<br />
however it’s pace makes it a tad exhausting.<br />
By Scott Sowter<br />
4/ 5
SHAUN’S SPINIONS<br />
Deadpool 2 is an<br />
incredibly funny,<br />
sometimes moving, sometimes<br />
inappropriate, but always<br />
action-packed sequel and a<br />
worthy successor to the first<br />
film. The actors who return<br />
do brilliant jobs and I have to<br />
give props to Stefan Kapici<br />
as Colossus for bringing even<br />
more of that character to<br />
the role and giving him a lot<br />
of nuance and development<br />
in this movie. Newcomers to<br />
the series Zazie Beetz as<br />
Domino and Julian Dennison as<br />
Russell Collins were incredible,<br />
with one of the absolute<br />
highlights of the film being the<br />
introductory sequence to<br />
Domino’s luck powers.<br />
There were a lot of<br />
cameos of comic<br />
characters that I never<br />
thought I’d see done in movies<br />
or done right. The X-Force<br />
sequence featuring Shatterstar,<br />
one of the weirdest characters<br />
from Marvel comics, was a<br />
definite highlight. Each one was<br />
an enjoyable little Easter egg.
The humour in this film though.<br />
There were jokes in here that<br />
were the deepest of cuts to the<br />
comic book Deadpool. Including<br />
one which I was the only person in<br />
my screening to get. It was about<br />
drawing feet (Google Rob Liefeld<br />
and bask in the 90s comic art).<br />
Never thought there’d be a joke<br />
about that in a movie I saw. It was<br />
utterly hilarious.<br />
Overall, I’d give Deadpool 2 a 4<br />
out of 5. It had some pacing issues<br />
and there were some characters<br />
who could’ve got more screen time<br />
but all in all it was a very funny<br />
movie which had some well-done<br />
emotional beats. I enjoyed it a lot<br />
and am looking forward to seeing<br />
whether they’ll release a<br />
director’s cut and the<br />
inevitable sequel.<br />
By<br />
Shaun Stoddard
SHAUN’S SPINIONS
Avengers Infinity War was the culmination of 18<br />
films over 10 years of world building and hinting<br />
at a much greater, much stronger force that<br />
would be beyond the skill of Earth’s Mightiest<br />
Heroes to defend against. It is an exceptional film,<br />
if not in execution than in its place in the annals<br />
of film development.<br />
This is something that hasn’t been attempted<br />
before. Sure, there are movie series which<br />
are longer or more movies featuring certain<br />
characters (The Bond series, The Land Before<br />
Time series, the multitude of movies featuring<br />
Dracula or Frankenstein), but no effort has tried<br />
to tie in as many movies in the same universe as<br />
the Marvel Cinematic Universe. And it succeeds<br />
in this, but it also is constrained by it.<br />
There are about 40 individual characters in<br />
this movie, and it actually does an admirable job<br />
introducing them all, even if some of the<br />
more important characters in other movies are<br />
regulated to cameos here. Everyone does a<br />
pretty damn good job all told, with Tom Holland<br />
being an absolute standout. Josh Brolin is<br />
incredible as Thanos as well, even if I didn’t find<br />
his reasons for actions to be all that compelling.<br />
It’s also a big change from his motivation<br />
throughout his appearances in the comics, where<br />
he’s either trying to get the attention of the<br />
personification of Death or trying to wipe out his<br />
own children (A storyline featured in the comic<br />
book event Infinity).<br />
The feeling that this movie is the first part of<br />
the whole story never really goes away while<br />
watching it, and as much as it is its own movie I<br />
cannot wait to see just how exactly they continue<br />
this story.<br />
A whole year isn’t too long to wait right?<br />
By Shaun Stoddard
ASK STAFF FOR PRODUCT DETAILS<br />
Get it at Gametraders!
DOUBLE PASS GIVE AWAY<br />
If you have a problem and nowhere else to turn,<br />
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Denzel Washington returns to one of his signature roles in the first sequel of his<br />
career. Directed by Antoine Fuqua (Training Day, The Equalizer, The Magnificent<br />
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In cinemas <strong>July</strong> 19.<br />
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Competition ends on the 15th <strong>July</strong> <strong>2018</strong>.
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DOUBLE PASS GIVE AWAY
HARRY POTTER BOOKS 20th<br />
ANNIVERSARY TRIVIA<br />
Lord Voldemort had seven horcrux’s: Tom Riddle’s Diary, Marvolo<br />
Gaunts Ring, Helga Hufflepuffs Cupt, Rowena Ravenclaws<br />
Diadem, Nagini the Snake and Harry Potter himself.<br />
Dumbledore is an Old English word for Bumblebee, Rowling<br />
chose this because “one of his passions is music and I imagined<br />
him walking around humming to himself”<br />
The Knight Bus Drivers; Ernie and Stanley were named after<br />
Rowlings Grandfathers.<br />
Herminones patronus is an Otter and Ron’s is a Jack Russell<br />
Terrier. Dogs known for chasing Otters.<br />
The Dementors were physical manifestations of Rowlings<br />
experience with depression in her 20’s.<br />
In Prisoner of Azkaban, Proffesor Trelawney refuses to sit at a<br />
table with 12 other characters because the first person to get<br />
up at a table of 13 would die. In Order of the Phoenix, Sirius<br />
Black is the first to stand from a table of 13.
Fred and George Weasley were fittingly born on April Fools Day.<br />
Daniel Radcliff went through 160 pairs of glasses over the<br />
course of the films.<br />
In 2014 a complete set of Harry Potter first edition books sold<br />
for over $20,000 auction.<br />
Bloomsbury gave Harry Potter and the Deathly Hallows code<br />
names such as; Edinburgh Potmakers and The Life and Times of<br />
Clara Rose Lovett: An Epic Novel Covering Many Generations, to<br />
stop it from leaking early.<br />
Both Harry Potter and J.K. Rowling share a birthday of <strong>July</strong> 31st.<br />
The Hogwarts school motto, “Draco Dormiens Nunquam<br />
Titillandus” is latin for “Never Tickle a Sleeping Dragon.”<br />
The Harry Potter books have been translated into more than 70<br />
languages.<br />
Deloros Umbridge, prehaps the worst villan in Harry Potter paid<br />
for her crimes by being imprisioned at Azkaban.<br />
FACTS AND TRIVIA GATHERED FROM BUZZFEED, POTTERMORE AND THE INDEPENDENT
GET ALL YOUR HP GEAR<br />
AT GAMETRADERS
Ask staff for details.
HARRY POT<br />
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TER<br />
!<br />
ETRADERS NOW!
WANT<br />
TO BE<br />
A PART<br />
OF THIS<br />
MAGAZINE?<br />
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GET FEATURED!<br />
have an idea for something awesome that should be in<br />
live magazine?<br />
Be it a review, an opinion piece, some pop culture<br />
photography or ART WORK;<br />
SEND IT TO: live@gametraders.com.au<br />
for a chance to be one of two featured in september’s magazine!<br />
CONDITIONS: All submissions must be original work and sent in<br />
by 17th August, midnight. Writing pieces must be a minimum of 500<br />
words (Unless appropriate to be shorter, i.e accompanied by drawings<br />
or photography), photography and drawings must be high resolution.<br />
All content sent to us remains your property and will not be used or shared by us in any way<br />
without your permission. When showcasing your content we will provide full credit to you.<br />
EMAIL Editor Emily Langford at live@gametraders.com.au.
gameS<br />
TRADING<br />
CARD<br />
TOURMAMENTS<br />
NORSE MYTHOLOGY &<br />
GOD OF WAR - SHAUN<br />
STODDARD<br />
INTERVIEW WITH DANNY<br />
BULLA (MOSS) & MICHAEL<br />
HOSS (SURGE)<br />
E3 OPINIONS
BANJO KAZOOIE<br />
20th ANNIVERSARY<br />
REVIEWS
OUR PICK FOR MUST HAVE<br />
BOARD<br />
GAMES!<br />
PRE ORDER IN STORE<br />
TODAY!
REVIEW by Jackson Newsome<br />
etective<br />
ikachu<br />
For a franchise so focused on evolution,<br />
the Pokemon series rarely deviates from its<br />
established formula. Even in the anime, Ash<br />
doesn’t age, and Pikachu never evolves into<br />
Raichu. Detective Pikachu turns this formula on its<br />
head and boasts the franchise’s most compelling<br />
narrative yet, demonstrating that this old Pokemon<br />
can still learn new tricks. The setup is simple.<br />
Tim Goodman decides to investigate his father’s<br />
mysterious disappearance and finds himself aided<br />
by Detective Pikachu – his father’s partner at the<br />
Baker Detective Agency in Ryme City. However,<br />
this isn’t any ordinary Pikachu. Tim learns that he<br />
can understand Pikachu’s speech just as easily as<br />
Pikachu understands his own.
Generally, Tim follows instructions from<br />
Pikachu to progress through the story.<br />
These instructions range from soliciting<br />
testimony to searching environments<br />
for clues, including settings in a theme<br />
park, laboratory, and cave among others.<br />
Players use the bottom screen to interact<br />
with Pikachu and present evidence in the<br />
correct sequence. It should be noted that<br />
the developers set their target on a younger<br />
demographic than the mainline meaning<br />
there are no game over screens and unlimited<br />
attempts for solving cases (if at first you don’t<br />
succeed). Additionally, there’s a fair amount<br />
of backtracking which, while arguably genre<br />
appropriate, doesn’t always avoid feeling like filler<br />
content. Thankfully, brief action sequences aid the<br />
narrative’s pacing. I only wished these sequences<br />
amounted to something more than single button<br />
quick time events. More interactive sequences<br />
would have added considerable variety to the<br />
proceedings. It is difficult to review Detective<br />
Pikachu without emphasizing its high-quality<br />
presentation. Detective Pikachu is continually<br />
impressive and punches above its weight on<br />
aging hardware. The textures appear sharp on<br />
the small screen, which brings scenes to life.<br />
Unfortunately, the developers’ ambitions prove too<br />
much for the base Nintendo 3DS console. Minor<br />
frame rate issues appear early on and become<br />
particularly problematic in busier sections of the<br />
final chapters. Overall, I am uncertain if the larger,<br />
more populated environments were worth the<br />
performance trade-off. It’s a shame it couldn’t shine<br />
on stronger hardware where it might have reached<br />
a more purchase-motivated audience, especially<br />
considering the game’s conservative use of 3DSspecific<br />
features and the popularity of the Nintendo<br />
Switch.
I was pleased with the extensive voice acting which, while not<br />
always stellar, served its purpose. Interestingly, and unless<br />
I’m mistaken, Detective Pikachu features the most voicework<br />
of any Nintendo title to-date. The writing is solid, with nine<br />
episodic chapters that inch the overarching plot to its finale.<br />
I finished the game with an appreciation for the care with<br />
which the writing team crafted the narrative. That is not to say it’s perfect; there are a few silly plot<br />
points, such as a late-game reveal that Pikachu is familiar with the inner workings of machinery just<br />
as such a skill would be useful. How convenient.<br />
Beyond its strong presentation and narrative, Detective Pikachu oozes charm and intrigue as the<br />
narrative peels back layer after layer of the Pokemon world. I couldn’t resist smiling after<br />
Tim meets a rather bold and unsympathetic<br />
Murkrow and again after reading Azumarill’s<br />
naive assumption that humans could breathe<br />
underwater. Furthermore, I was pleased to see<br />
Pokemon representatives from each generation,<br />
but it is the detective himself who steals the<br />
show with his love for coffee, sense of humor,<br />
and unwavering dedication to the mystery at<br />
hand. In fact, I would go as far as to say that the<br />
game’s world building bests both the mainline<br />
games and the anime series.
Detective Pikachu paints a world in which<br />
Pokemon are anything but superfluous; they<br />
are essential. You see Pokemon contribute<br />
to the city’s operations and, in other cases,<br />
independently living their lives. It is refreshing<br />
and stands in contrast to other titles which only<br />
halfheartedly cast Pokemon as anything more<br />
than chess pieces for combat. The result is the<br />
most believable take on Pokemon yet. In short,<br />
Game Freak should take notes for the mainline<br />
series. Fortunately for fans, the wait may not be<br />
too long for a follow-up based on not-so-subtle<br />
hints at the game’s conclusion and the upcoming<br />
film of the same name.<br />
from Nintendo’s risk-averse start to <strong>2018</strong>.<br />
Although it may not steal headlines, the evidence<br />
points to one conclusion — Detective Pikachu is<br />
a must play for Pokemon fans everywhere. For<br />
everyone else, it’s a good point of entry to the<br />
world of Pokemon, if only you can tolerate its ease<br />
and rookie imperfections.<br />
By Jackson Newmon, VGChartz<br />
These strengths make for a strong package but<br />
one which suffers from sporadic inconsistencies<br />
in both challenge and pacing, along with an<br />
uneven framerate near the game’s end. Even so,<br />
Detective Pikachu is the most exciting offering<br />
7
REVIEW by Stephan LaGioia<br />
KIRBY STAR<br />
ALLIES
Our favorite gluttonous puff ball is back again, folks,<br />
and this time he’s graced the Nintendo Switch to<br />
further flesh out its library, joining the likes of Mario<br />
and Zelda. It seems like just yesterday we swung<br />
and whipped our way through the charming yarnladen<br />
environments of Kirby’s Epic Yarn, and made<br />
a nostalgic return-trip to Dreamland on Wii, but here<br />
we are again. Question is, does the latest entry in<br />
the series, Kirby Star Allies, measure up to those<br />
titles? Is yet another Kirby platformer warranted<br />
when we seem to have been showered with them of<br />
late? Well, even though I had my doubts going into<br />
my playthrough, I’m pleased to say that the answer<br />
to both of those questions is yes, at least in some<br />
respects.<br />
It’s true the game doesn’t quite reach a level of<br />
innovation that Epic Yarn achieved, nor does it<br />
rely that heavily on a straight-forward, old school<br />
platforming formula that Return to Dreamland pulled<br />
off so well. Rather, it settles on a nice sweet spot<br />
between the two and excels on the multiplayer<br />
front to boot. While Allies borders on being a bit<br />
too simplistic and contains a pretty brief campaign,<br />
most Kirby fans will know that this is basically par for<br />
the course anyway.<br />
Some of these can feel like tacked-on afterthoughts,<br />
though they do inject a bit of depth, difficulty, and<br />
variance to the somewhat straightforward gameplay.<br />
There’s also the likely potential of free DLC on<br />
the way, if the already released “update 2.0” with<br />
new characters is any indication. At the end of the<br />
day, Allies proves to be a charming and enjoyable<br />
platforming experience decorated with some<br />
deliciously vibrant and colorful 2.5D graphics, stellar<br />
co-op gameplay, and the amusing gimmicks of<br />
combining elemental abilities and recruiting baddies.<br />
There at least exists plenty of additional content for<br />
completionists sprinkled in, in the form of a sort of<br />
hard mode and time trial hybrid, a few mini-games,<br />
and a battle arena where you square off against<br />
some entertaining bosses.
Even though Allies leans<br />
heavily on these new<br />
concepts, it certainly still<br />
borrows inspiration from the<br />
retro Kirby days in both style<br />
and substance, taking on the<br />
feeling of a celebration of the<br />
charming pink platforming<br />
hero in video game form. It<br />
draws upon a plethora of old<br />
characters long forgotten, with<br />
which you can fight alongside<br />
and even play as yourself in<br />
co-op or as part of the “Guest Star” mode.<br />
You don’t just get the likes of the usual<br />
suspects, Meta Knight and Waddle Dee,<br />
either; Nintendo has also tossed in some<br />
more obscure heroes from Kirby games of<br />
yorn. There’s Rick the hamster, and Gooey,<br />
both of whom first appeared in Dreamland<br />
2 back in the ancient times of the Gameboy.<br />
There’s even the amusing jester boss of Kirby<br />
Superstar, known as Marx, who coaxed some<br />
yuks out of me and my sister as she hovered<br />
across Dreamland, firing off electrified beach<br />
balls at helpless enemies. Each character<br />
comes with their own set of moves and<br />
dynamics, which keeps things feeling fresh,<br />
exciting, and - at least in the case of Marx -<br />
humorous as well.<br />
This isn’t to say AI companions are completely boring or<br />
useless, though the experience does feel a degree more<br />
cumbersome and dull than with actual players. It was<br />
clear during my journey through the several dozen stages<br />
and four worlds that the game both encourages, and is<br />
enhanced by, multiplayer co-op. Recruiting foes is both a<br />
helpful and satisfying way to gain an advantage, which is<br />
easily pulled-off by tossing a “friend heart” at an enemy.<br />
As the title implies, there is a heavy emphasis<br />
on the presence of Allies, which can be<br />
utilized by having additional players fight<br />
alongside you from the outset or jumping<br />
seamlessly into a stage. You can also opt<br />
to play solo by utilizing the less exciting,<br />
haphazard AI which follow you around, and<br />
only occasionally don’t execute the actions<br />
you want them to.
co-op or as part of the “Guest Star” mode. You<br />
don’t just get the likes of the usual suspects, Meta<br />
Knight and Waddle Dee, either; Nintendo has also<br />
tossed in some more obscure heroes from Kirby<br />
games of yorn. There’s Rick the hamster, and<br />
Gooey, both of whom first appeared in Dreamland 2<br />
back in the ancient times of the Gameboy. There’s<br />
even the amusing jester boss of Kirby Superstar,<br />
known as Marx, who coaxed some yuks out of me<br />
and my sister as she hovered across Dreamland,<br />
firing off electrified beach balls at helpless enemies.<br />
Each character comes with their own set of<br />
moves and dynamics, which keeps things feeling<br />
fresh, exciting, and - at least in the case of Marx -<br />
humorous as well.<br />
As the title implies, there is a heavy emphasis on<br />
the presence of Allies, which can be utilized by<br />
having additional players fight alongside you from<br />
the outset or jumping seamlessly into a stage.<br />
You can also opt to play solo by utilizing the less<br />
exciting, haphazard AI which follow you around,<br />
and only occasionally don’t execute the actions<br />
you want them to. This isn’t to say AI companions<br />
are completely boring or useless, though the<br />
experience does feel a degree more cumbersome<br />
and dull than with actual players. It was clear during<br />
my journey through the several dozen stages and<br />
four worlds that the game both encourages, and<br />
is enhanced by, multiplayer co-op. Recruiting foes<br />
is both a helpful and satisfying way to gain an<br />
advantage, which is easily pulled-off by tossing a<br />
“friend heart” at an enemy.<br />
This fun mechanic ties into the narrative - what little<br />
exists anyway - as apparently Kirby has obtained<br />
the ability to toss his brainwashing hearts by<br />
coming into contact with a “jamba heart.” These<br />
mysterious shards have been summoned by an<br />
evil wizard named Hyness, who has manifested<br />
them through a failed experiment, scattering them<br />
across Dreamland and beyond. And so, Kirby and<br />
his friends venture across a colorful and majestic<br />
assortment of environments - which escalate nicely<br />
in their epic nature as you progress - to investigate<br />
and gather these shards, and defeat Hyness.
Of course, the old mechanic of sucking up various<br />
enemies to obtain their abilities still makes a<br />
return. Though this time it tends to take a back<br />
seat to this game’s gimmick, which essentially<br />
revolves around using the aforementioned friend<br />
hearts to recruit wandering baddies to join your<br />
ranks, of which you can grab up to 3 others. As<br />
you march your way across the linear stages, you’ll<br />
find that you can often quickly breeze through<br />
most of the game with relative ease by utilizing<br />
this function. Even with the sup-par AI, the sheer<br />
firepower and versatility of having several different<br />
friends wielding different abilities usually makes for<br />
an experience that’s simplistic almost to a fault.<br />
You might, for instance, need to transform into<br />
an ice block, at which point a friend will wack<br />
you across a platform to push a button, or ignite<br />
an otherwise unreachable fuse with the flaming<br />
yo-yo friend ability. This messing with different<br />
friend abilities can be a bit burdensome at times,<br />
especially when you don’t possess the right<br />
combination of powers. Thankfully these sorts of<br />
momentum-slowing puzzles are at least kept at a<br />
minimum. The game tends to emphasize mindless<br />
action mostly by way of taking out gaggles of<br />
baddies in your wake, which is made all the more<br />
enjoyable by playing around with the wide range of<br />
friend combos.<br />
Generally speaking, attacks can be enhanced<br />
by combining various moves and elements.<br />
You can fire electrified blasts of water, wield a<br />
flaming sword, or ground-pound enemies with<br />
a paint-soaked rock. Occasional puzzles are<br />
sprinkled about which contain stars and puzzle<br />
piece collectables, and often require friend ability<br />
combos to pull off as well. In keeping with the<br />
easy-going vibe throughout, these usually took<br />
me mere seconds to figure out, even when they<br />
required a combination of abilities to trigger.<br />
Overall, Kirby Star Allies keeps in the spirit of what<br />
makes Kirby games so appealing, with some sharp<br />
and instantly enjoyable platforming gameplay.<br />
It does feel as if it plays things a little safe, even<br />
with the bombardment of various heroes and<br />
friend combos. With the emphasis on buddying<br />
up, arena fighting that feels a bit like Smash Bros.<br />
lite, and competitive mini games, it certainly leans<br />
in the direction of a party game rather than a solo<br />
platformer. Thus, it doesn’t quite reach that same<br />
potential for enjoyment when playing alone. Still,<br />
the game is mostly entertaining and accessible<br />
enough that flying solo doesn’t hinder the<br />
gameplay. As a whole, Kirby Star Allies shines as a<br />
standout multiplayer platformer for the Switch, and<br />
one that should satisfy the itch of Kirby fans.<br />
By Stephan LaGioia, VGChartz<br />
7
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Get it at Gametraders!
20th<br />
It’s Banjo-Kazooie’s 20th birthday! (<strong>June</strong><br />
29th)<br />
To celebrate this milestone birthday we’ve<br />
put together a list of fun facts and trivia<br />
you may not know about the first Banjo<br />
Kazooie<br />
So read on and see if you knew it all<br />
already or learnt something new!
Anniversary
20th<br />
FACTS AND TRIVIA<br />
Banjo-Kazooie evolved from Project Dream<br />
which was a cancelled adventure game for<br />
the Super Nintendo<br />
Banjo and Kazooie were both named after<br />
musical instruments. Banjo obviously named<br />
after the banjo and Kazooie named after the<br />
Kazoo<br />
There was supposed to be an extended<br />
ending where before Gruntilda died she<br />
cast a spell on Banjo turning him into a frog!<br />
In order to win the game players had to play<br />
as Tooty (Banjo’s sister) to find items to turn<br />
Banjo back.
Anniversary<br />
Mumbo Jumbo’s talking voice is inspired by a<br />
English football chant; “Come and have a go if<br />
you think you’re hard enough.”<br />
The characters almost sang in the intro scene<br />
alongside playing their instruments but it was<br />
unfortunately cut before it could become real-<br />
Mumbo Jumbo’s iconic phrase “Oomenacka”<br />
came from Greg Kirkhope continuously saying<br />
“Ooh me knackers”<br />
The Jinjos name came from a red headed<br />
employees nickname “Ginge” - The first Jinjo<br />
created was also fittingly orange<br />
FACTS AND TRIVIA GATHERED FROM WIKIPEDIA, THEGAMER.COM, VGFACTS & GAME INFORM-
THE BANNER SAGA REVIEW
After more than four years since its initial release on<br />
PC and two years since it’s release on PlayStation<br />
4 and Xbox One, The Banner Saga, an epic Norse<br />
adventure, has been released on the Nintendo<br />
Switch. This comes just in time for the release of the<br />
third and final game of the trilogy in <strong>July</strong>.<br />
In my opinion, this was a brilliant decision, the<br />
Switch is the perfect platform to play this game on,<br />
especially when playing handheld. It looked excellent<br />
and played just as well. Obviously, it’s creators must<br />
agree as each game in the trilogy is set to be on the<br />
switch.<br />
The Banner Saga’s creators are a development<br />
company called Stoic which was founded in 2011<br />
by three ex-Bioware developers. It was their “dream<br />
game” and was funded through Kickstarter.<br />
Being new to the game it admittedly was a little<br />
difficult to pick up at first. As from the moment you<br />
turn it on you are dropped into the sprawling world<br />
and given choices that could have a huge impact<br />
down the line. Maybe. It’s impossible to know what<br />
your choices might affect and that for me was the<br />
best part and the worst. It was nerve-wracking<br />
having to make all these decisions with no idea what<br />
I was doing. Should I let all survivors into my group?<br />
Should I charge or create formations in battle? Did<br />
that one choice I made about how to get inside<br />
the gate change my whole game?! Or was it that<br />
decision to side with the two brothers, Hogun and<br />
Mogun? There’s no way to know. Unless I play it<br />
again, which honestly, I definitely will.
This learning curve made it difficult to appreciate<br />
the game at first but once I got over it, I was blown<br />
away. The art style was beautiful and captivating,<br />
the music provided the perfect ambiance. I found<br />
that it didn’t take too long before I started to care<br />
about the main characters, Hakon and Rook and<br />
I wanted them to be good leaders which meant I<br />
needed to make good decision.<br />
You begin with a prologue and the character Ubin,<br />
this is a tutorial in all but name and allows you<br />
to get to know the game without making gamealtering<br />
decisions. Kind of. Your decisions with Ubin<br />
can affect the relationships and choices of another<br />
character Eirik later in the game but that as far as<br />
I know is the only impact. The tutorial to me wasn’t<br />
clear enough and should have been a bit more indepth.<br />
Despite going over combat it took me quite<br />
a few chapters before I really understood what I<br />
was doing. Also knowing when to rest/use up your<br />
resources and promote your heroes can be tricky<br />
as you never know how long it will be until you get<br />
an opportunity to do it again.<br />
After the tutorial, you are sent across the map to<br />
Rook and his daughter Alette where you will face<br />
your first Dredge. Dredge are an ancient race with<br />
yellow eyes, supposedly made of stone, that have<br />
recently started to reappear in the world. They are<br />
the main antagonists of the game and you’ll face<br />
their armies in battle many times.<br />
something I suggest you actually take time to think<br />
about, I didn’t at first but once I did I noticed the<br />
battles became far more interesting because I had<br />
a strategy, however minimal it was. That being said<br />
battle could become quite tedious at times as it<br />
really is just doing the same thing over and over for<br />
different reasons. Which is why it was so important<br />
that the characters and their story were done well<br />
and thankfully they were.<br />
Once you’ve finished the second chapter with Rook<br />
and Alette you move cross the map again to play<br />
as Hakon, who you meet when playing as Ubin. He<br />
is the leader of the caravan and a strong varl, which<br />
is a horned, long living race. Moving from town to<br />
town, he and his army fight dredge after dredge in<br />
the pursuit of refuge. Which may give you an idea<br />
of how bleak the world and situation can feel.<br />
Despite the bleakness, overall the story is<br />
enthralling, and the battle gameplay is fun and<br />
well thought out. There were shocking losses and<br />
frustrating moments, especially at first but it’s a fun<br />
game and I’d highly recommend picking it up and<br />
giving it a play.<br />
By EJ Tales<br />
8<br />
Battle in the game has a turn-based combat<br />
system not dissimilar to X-COM: Enemy Unknown.<br />
It takes planning and real thought to come out<br />
victorious. The use of special abilities, powered by<br />
willpower, makes it all the more interesting and I’d<br />
highly recommend not forgetting about the horn<br />
which provides extra willpower like I kept doing.<br />
Also picking what order your heroes are in is
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E3 <strong>2018</strong>, BY Taneli Palola<br />
10 INTERESTING<br />
THAT YOU M
GAMES FROM E3<br />
AY HAVE MISSED<br />
The annual hype machine that is E3<br />
has once again come and gone, and<br />
as always we saw a huge number of<br />
massive upcoming titles shown off at<br />
the various press conferences and<br />
during the event itself, some to rapturous<br />
ovation and others to polite applause.<br />
Yet, with all the attention many of these<br />
announcements get, for every game that<br />
gets the spotlight shone on it during one of<br />
the big press events, there are countless<br />
other titles that run the risk of getting lost<br />
amidst the sea of games competing for your<br />
attention.<br />
So, with that in mind, let’s take a look at<br />
some of these smaller games that you will<br />
likely have missed in all the excitement.<br />
Naturally, there’s no guarantee that all of<br />
these games are going to be good, but they<br />
all have something interesting going for<br />
them, be it a well designed visual style or<br />
unique gameplay elements which at the very<br />
least deserve to be acknowledged. Here are<br />
ten interesting games from E3 <strong>2018</strong> you<br />
might have missed.
A PLAUGE TALE:<br />
Innocence<br />
Release date: 2019<br />
Platforms: PC, Xbox One, PlayStation 4<br />
The only returning game from last<br />
year’s list, A Plague Tale: Innocence<br />
is conceptually quite possibly the<br />
most interesting one on it for me<br />
personally. An adventure game set in<br />
14th century France ravaged by the<br />
Black Death has massive amounts<br />
of potential to be something truly<br />
special. If the narrative of the two<br />
siblings fighting for survival and the<br />
stealth-based gameplay live up to<br />
the images shown in the trailer, this<br />
could be one of the most intriguing<br />
new titles on the horizon.
Indivisible<br />
Release date: 2019<br />
Platforms: PC, Mac Xbox One, PlayStation 4, Switch<br />
Indivisible had me interested from the moment I first saw it in motion. The gorgeous art style and<br />
the numerous beautiful locations shown in the trailer quickly pushed it very high on my anticipated<br />
games list, but it was the gameplay which looks to combine elements from side-scrolling action<br />
platformers and turn-based RPGs that sealed the deal for me.<br />
Indivisible is being developed by Lab Zero Games, the same team that created the excellent<br />
Skullgirls fighting game. If you need one more reason to keep your eyes on this one, the music in<br />
the game is being composed by Hiroki Kikuta, the man behind the music in Secret of Mana.
Outer Wilds<br />
Release date: <strong>2018</strong><br />
Platforms: PC, Mac Xbox One<br />
In Outer Wilds the player takes control of<br />
an astronaut who finds himself stranded<br />
in a solar system which is stuck in an<br />
endless time loop that always ends<br />
with the sun going supernova, killing<br />
the player and sending them back to<br />
the beginning once again. However, the<br />
player can use the things they learn on<br />
these attempts to slowly uncover the<br />
world’s secrets and alter the outcome<br />
of subsequent playthroughs. It’s an<br />
interesting central mechanic that could<br />
lend itself to a lot of interesting situations<br />
within the game. Hopefully this one turns<br />
out good when it comes out.
Greedfall<br />
Release date: 2019<br />
Platforms: PC, Xbox One, PlayStation 4<br />
This is another game that is on the list based mostly on the potential of its basic concept. Greedfall is<br />
set in a newly discovered fictional island paradise during a colonial era ravaged by an incurable plague.<br />
The island, a home to magic and the supernatural, serves as the one remaining hope for finding such<br />
a cure. However, as the settlers begin to arrive on this new land, conflict between the new arrivals and<br />
the native population is inevitable.<br />
While the basic premise behind Greedfall is very interesting, there is one thing that somewhat tempers<br />
my expectations. The game is being developed by Spiders, a team whose previous games have never<br />
really managed to rise above mediocrity. They certainly have plenty of experience in creating action<br />
RPGs, but that has yet to translate to anything genuinely good. Regardless, I’m still cautiously optimistic<br />
about Greedfall, hence the reason why it’s still on this list despite my reservations.
satisfactory<br />
Release date: TBA<br />
Platforms: PC<br />
Satisfactory is an open world factory building sim where the player takes on the role of an<br />
engineer tasked with constructing one such factory in an alien planet as part of Project<br />
Assembly. The player has to not only create a working factory, but also collect the resources<br />
and explore the surrounding wildlife while doing so. In addition the game has official support for<br />
co-op with up to 4 players at once playing in the same world.<br />
The part that piqued my interest was the co-op. The possibility of creating a huge working<br />
machine together with other people in a fully explorable world is a hugely intriguing prospect for<br />
me. The fact that the game also features elements such as combat against wildlife and various<br />
different vehicles the player can use to travel the world is just a nice bonus.
Concrete Genie<br />
Release date: <strong>2018</strong><br />
Platforms: PlayStation 4<br />
One of the more unique games on this<br />
list and at E3 was Pixelopus’ Concrete<br />
Genie, in which the player takes on<br />
the role of a bullied teenager, Ash,<br />
who has the ability to create living<br />
sceneries and creatures through<br />
his paintings. As he does so he also<br />
discovers that his paintings can purify<br />
the polluted walls of his hometown.<br />
Besides the interesting concept<br />
Concrete Genie also looks beautiful,<br />
which certainly helps in standing out<br />
from the crowd.
Astroneer<br />
Release date: TBA<br />
Platforms: PC, Xbox One<br />
Although it has already been released via Early Access, Astroneer is still in development and<br />
was one of the more interesting, less heralded titles shown at this year’s E3. The game tasks<br />
the player with colonizing countless randomly generated planets and gathering resources to<br />
build custom bases either in single or multiplayer. The somewhat minimalistic visual style that<br />
uses strong colours with textureless surfaces is a nice touch as well. Astroneer is one of the<br />
games to watch and possibly buy right away, though personally I’m perfectly fine waiting until<br />
its proper release.
Labyrinth of Refrain:<br />
Coven of Dusk<br />
Release date: September 18th, <strong>2018</strong><br />
Platforms: PC, PlayStation 4, Switch<br />
Labyrinth of refrain: Coven of Dusk is a<br />
new title coming from Nippon Ichi Software,<br />
this one providing an interesting take on<br />
the classic dungeon crawler-genre. It was<br />
already released in Japan back in 2016, but<br />
is only now coming to the west. Dungeon<br />
crawlers are a rare commodity these days,<br />
and any fan of games like Dungeon Master,<br />
Eye of the Beholder, and the more recent<br />
Legend of Grimrock titles (like me) might<br />
just find something new and interesting to<br />
play. The anime inspired visual style certainly<br />
makes it different from most other games in<br />
the genre.
Desert Child<br />
Release date: <strong>2018</strong><br />
Platforms: PC, Mac, Xbox One, PlayStation 4, Switch<br />
Desert Bike, as described on the game’s official website, is a racing RPG set in a dusty world where<br />
your only friends are a vintage hoverbike and a packet of instant noodles. If nothing else, Desert<br />
Bike certainly gets some points for originality. In the game the player takes the role of a gifted racer<br />
who must make money through any means necessary, including but not limited to: delivering drugs,<br />
throwing races, and hunting bounties, all for the sake of improving your hoverbike and ultimately<br />
moving up in the world.<br />
The visual style reminds me slightly of the game Another World (known as Out of this World in<br />
North America), which is a refreshingly different source of inspiration from the usual 8-bit or 16-bit<br />
graphical styles a lot of indie games go for.
11-11: Memories Retold<br />
Release date: November 9th <strong>2018</strong><br />
Platforms: PC, PlayStation 4, Xbox One<br />
11-11: Memories Retold is a story-driven adventure game that tells two stories, one of a Canadian<br />
photographer who leaves for the Western Front in Europe on November 11, 1916, and another of a<br />
German technician who on the same day hears that his son has gone missing in action. Their paths<br />
through the theatre of war will eventually cross and lead to the most important decision of their lives.<br />
One of the main reasons 11-11: Memories Retold caught my attention - well, besides the absolutely<br />
gorgeous visual style - was the fact that Aardman Animations is involved in its development. For<br />
those who don’t know, Aardman is best known for the Wallace & Gromit series of short films, as well<br />
as a number of feature length animations. If the story can match the quality of the game’s visuals and<br />
provide us with an intriguing narrative suitable for its WWI setting we might have something exceptional<br />
on our hands.<br />
Written by<br />
Taneli Palola
YOUR E3 <strong>2018</strong>; SAY BEN DYE<br />
The following is a list of major setbacks<br />
or disappointment, in my<br />
opinion, from this year’s E3. When<br />
I say that, I’m not necessarily referring<br />
to the worst-looking games<br />
shown (or the most anticipated<br />
ones not shown, for that matter).<br />
I’m talking about bad direction, or<br />
just simply a lack of attention to<br />
detail in making something as good<br />
as it can and should be. There were<br />
plenty of other games or company<br />
decisions during E3 that were just<br />
plain bad, but they weren’t surprising<br />
at all, so I’ve omitted them from<br />
this piece.<br />
Opinion:<br />
The<br />
Major<br />
Letdowns<br />
of<br />
E3 <strong>2018</strong>
Continued Lukewarm<br />
Third Party<br />
Commitment to Switch<br />
This E3 we witnessed yet more dedication from third<br />
parties to Nintendo’s Switch, but often in a slightly<br />
baffling way. Instead of, for example, announcing<br />
Fallout 76 for Switch alongside Xbox One, PC, and<br />
PlayStation 4, Bethesda instead announced Fallout<br />
Shelter. The latter is actually quite acclaimed, so it’s<br />
a welcome addition to the Switch library, but sans a<br />
Fallout 76 announcement at the same time it ended<br />
up feeling like a bit of a snub.<br />
I don’t want to unfairly single out Bethesda,<br />
though. Compared to most western third parties<br />
Bethesda has done a much better job of supporting<br />
Nintendo devices since the launch of the Switch,<br />
with Bethesda Game Studios’ Skyrim being ported<br />
over and selling well, and the publishing arm of the<br />
company handling publishing duties for Doom and<br />
Wolfenstein on Switch.
But given how well Switch’s<br />
Skyrim has performed, just<br />
imagine what a good dayone<br />
port of one Bethesda’s<br />
modern, high budget games<br />
would sell. It’s not just<br />
Bethesda either, of course;<br />
it’s easy to imagine the likes<br />
of Kingdom Hearts III and<br />
Dead or Alive 6 performing<br />
on a par with the Xbox One<br />
versions if they were released<br />
on Switch too.<br />
Instead, all too often it feels<br />
like publishers are simply<br />
saying “hey, let’s throw a<br />
bone to Nintendo fans, and<br />
if they don’t buy the one<br />
title we give them then<br />
we’ll have our justification<br />
for not giving them any red<br />
meat.”
EA Announcing a<br />
Mobile Command &<br />
Conquer Game<br />
sort of audience that attends<br />
and watches these events),<br />
but even the newest single<br />
player Star Wars adventure<br />
was rushed through like it<br />
was chopped liver (no trailer,<br />
no box art, not even a piece<br />
of concept art, just a vague<br />
description of when it will be).<br />
EA then dedicated, what? Five,<br />
ten minutes at least to a mobile<br />
game.<br />
As someone who has been a fan<br />
of the series since I was a child, it’s<br />
been sad to watch such a highly<br />
acclaimed and treasured series as<br />
Command & Conquer slowly trend<br />
downhill into irrelevance. The series’<br />
amazing games (Red Alert 2/Yuri’s<br />
Revenge, Tiberian Sun, Generals)<br />
have long since faded into memory<br />
and have been replaced by the likes<br />
of Tiberium Wars, Tiberian Twilight,<br />
and Red Alert 3, all of which were<br />
quite horrible in their own individual<br />
ways. Then there’s Generals’ sequel,<br />
which was turned into a free to play<br />
game. And that leads us to Command<br />
& Conquer Rivals, the newlyannounced<br />
free-to-play mobile title.<br />
It’s not just that it’s a mobile spin-off<br />
that has so enraged fans, it’s that no<br />
new flagship entry was announced<br />
alongside it, nor does one look likely to<br />
be announced in the near future. As if to<br />
rub salt in the wound EA ‘showed’ off a<br />
full-screen version of the game during its<br />
conference.<br />
Is this what E3 has become to EA? It’s bad<br />
enough a large chunk of EA’s conference<br />
each year is taken up by annual sports<br />
release (which, while popular, make for<br />
unappealing reveals, especially for the<br />
Perhaps I’ve set my<br />
expectations too high, or<br />
I’m being unfair to mobile<br />
gaming, but I don’t feel<br />
mobile games warrant being<br />
discussed in great detail on<br />
the biggest gaming stage<br />
of the year, especially when<br />
said game is more likely to<br />
piss fans off than please<br />
them. The E3 stage should<br />
be reserved for blockbuster<br />
announcements,gameplay<br />
premiers, and trailers.
No Halo Collection<br />
Games for PC<br />
Halo Infinite is coming to Windows 10. This is both<br />
unexpected and fantastic news for PC gamers. But<br />
if Microsoft is going to release its newest Halo title<br />
on both PC and Xbox, then why not also release<br />
remastered version of existing Halo releases on<br />
PC as well, be it in the form of The Master Chief<br />
Collection or separate releases? Halo 5 Guardians<br />
and Reach could then also have made the transition<br />
to PC.<br />
Many PC gamers won’t just want to enjoy the future<br />
of Halo, but also the past and present, so this feels<br />
like a missed opportunity from Microsoft.
The Square Enix<br />
Conference<br />
You would think, after not having one of these<br />
in years, that Square Enix would come out all<br />
guns blazing upon its metaphorical return to the<br />
conference fray. Well, you’d be wrong. There was<br />
a lot of bad in Square Enix’s conference, both in<br />
terms of content and presentation.<br />
But the single worst part? As I alluded to above -<br />
Kingdom Hearts III not coming to the Switch. Not<br />
to make this a port begging article, but why is it<br />
not coming to Switch? It’s surely not because of<br />
the graphics, because it’s a title that’s clearly more<br />
focused on art style than graphical prowess (Breath<br />
of the Wild and Mario Odyssey arguably look<br />
technically better). Maybe Square Enix doesn’t think<br />
a kid-friendly game starring dozens of incredibly<br />
popular, family-friendly characters will sell all that<br />
well on a Nintendo device? Darn it Nintendo, you<br />
became too “hardcore!”.
No Animal Crossing<br />
Switch<br />
Seriously, Nintendo, what the heck?! New Leaf came<br />
out in 2012/2013 (Japan/rest of the world). We will<br />
have had two fully-fledged Fallout games in the<br />
same time span as one mainline Animal Crossing<br />
game. Heck, at this rate, Elder Scrolls VI may be out<br />
before Animal Crossing Switch.<br />
Don’t tell me demand isn’t there either. I hear more<br />
clamor for this game than any other Nintendo title;<br />
I heard it for the Wii U and now the same thing is<br />
happening for the Switch. So why not develop one?<br />
I guarantee it will sell a whole lot better than Metroid<br />
Prime 4, Star Fox, Bayonetta, Pikmin, and a bunch<br />
of other new entries in established franchise. The<br />
aforementioned New Leaf sold well over 10 million<br />
copies, and even the lacklustre spin-off title Animal<br />
Crossing: Happy Home Designer shifted over 3<br />
million.<br />
I understand Nintendo not announcing it until it’s<br />
ready to be shown off. What I don’t understand is<br />
Nintendo’s priority when it comes to which games<br />
it makes and when it’s going to make them. By all<br />
means Nintendo should continue to make games<br />
that many of us want but which don’t sell very well,<br />
but not at the expense of a series that literally prints<br />
money but which hasn’t shown up on a Nintendo<br />
home console in almost 10 years now. If you don’t<br />
milk the cow, it’s going to be bad news for it further<br />
down the road! MILK THE COW!
Honorable Mentions<br />
EA’s Origin Access Premier. Many people have already voiced<br />
their concerns about this, although some are excited by the idea of having a cheaper<br />
digital-only solution to their gaming habits. Time will tell if it is a good or bad thing<br />
for the industry; there’s a real possibility that it represents the thin end of a very<br />
unappealing wedge. We shall have to wait and see on this one.<br />
Frankie Ward’s over-reliance on sexual innuendo when hosting the<br />
PC Gaming Show.<br />
If Super Smash Bros. Ultimate doesn’t have some kind of<br />
single player story mode, I’ll riot. Who’s with me?<br />
games.<br />
Sony’s odd, poorly paced press conference filled with hardly any new<br />
new games.<br />
Nintendo’s fast-paced, very focused conference filled with hardly any<br />
Written by<br />
Ben Dye
YOUR INTERView SAY by JACKSON NEWSOME<br />
INTERVIEW WITH Co-Founder of<br />
Danny Bull
Polyarc Games<br />
a [MOSS]<br />
I had the opportunity to<br />
interview Danny Bulla, cofounder<br />
of Polyarc - the studio<br />
behind <strong>2018</strong>’s Moss. I was<br />
able to learn more of Danny’s<br />
insights regarding the game’s<br />
development and VR, among<br />
other topics. I hope you enjoy<br />
reading the transcript as much<br />
as I enjoyed the interview!
“<br />
...it could have been an<br />
alien or a small creature<br />
JN: Would you like to introduce<br />
yourself and your role at Polyarc?<br />
DB: I’m Danny Bulla, and I’m the<br />
design director at Polyarc.<br />
JN: Can you talk a little about the<br />
inspiration for the setting of Moss,<br />
as well as for Quill herself as the<br />
main character?<br />
DB: Yeah! When we started in VR,<br />
we started everything not with<br />
a specific game idea in mind but<br />
with the idea that we wanted to<br />
develop a game for the medium<br />
itself. A lot of our inspiration came<br />
from us asking the question:<br />
“What would be good for VR?”<br />
The experience is just much more<br />
heightened in this medium rather<br />
than other media which led us<br />
away from other things. We were<br />
really excited about physical<br />
interaction and the way you could<br />
reach into the world and grab<br />
things. We also knew that comfort<br />
was a big issue for VR and wanted<br />
to pick something that was more<br />
familiar and not as intense, but we<br />
wanted to use intensity where we<br />
needed it at certain points in the<br />
game. We could bring it out, but<br />
one of our goals was comfort.<br />
The setting came from that,<br />
in terms of where we thought<br />
this world would take place. We<br />
wanted a character that you could<br />
reach out and interact with and<br />
manipulate the world. That limited<br />
us to a couple different things.<br />
We could be a giant, and you<br />
could manipulate smaller sized<br />
creatures or humans, relative to<br />
you, but we didn’t think that would<br />
feel very tactile and physical. So,<br />
we went for a small character, and<br />
that left us with a few options.<br />
We could be a mouse, a rodent<br />
which we ended up on, but it could<br />
also be a toy, or it could have been<br />
an alien or small creature.<br />
It was four of us at the time, and<br />
we all felt good about rodents.<br />
There’s a lot of history with<br />
anthropomorphic characters. We<br />
have a lot of that in our history.<br />
That’s how we ended up with Quill.<br />
The setting is where we started<br />
asking, “Where did she grow up?”,<br />
“Where is she from?”, “What’s in<br />
this world?” That was just part of<br />
the world building that happened<br />
over time, but we didn’t know<br />
exactly what the world of Moss<br />
would look like as we began the<br />
project.<br />
”
JN: You actually answered a<br />
couple of my follow-up questions<br />
already! I was going to ask why<br />
you chose a fantasy setting, given<br />
that some of the team’s AAA<br />
development experiences have<br />
been quite different (e.g., sciencefiction).<br />
DB: I think also, as creatives, you<br />
can grow by working on things<br />
that are different than what you<br />
have been doing or where you’ve<br />
been. For us, it was an opportunity<br />
to grab some other things that<br />
inspired us and apply it to the<br />
game. We didn’t want to keep<br />
doing the same thing over and<br />
over, especially when we had this<br />
opportunity with the new medium.<br />
JN: That makes a lot of sense. This<br />
next question is just to satisfy my<br />
own curiosity. Did you study actual<br />
rodents for the game?<br />
DB: We did measure a lot of<br />
different things like bricks and<br />
leaves because we found that it<br />
was so important that the scale of<br />
things in the virtual world matched<br />
what we expected in the physical<br />
world. We didn’t bring a mouse in<br />
here to measure it, but we looked<br />
through Google Images and at<br />
various artists to determine which<br />
rodents we’d have in our world. It<br />
usually boiled down to, “Oh, that’s<br />
cute. We should use that one.”<br />
[laughs] Really, it was just matching<br />
the tone of the personalities of<br />
the characters. It all happened<br />
organically.<br />
JN: In trying to avoid spoilers,<br />
one thing that really struck me in<br />
my playthrough of Moss was the<br />
tonal shift toward the end. Was<br />
there any concern that it may<br />
be too frightening for those who<br />
are inexperienced with VR or for<br />
younger audiences?<br />
DB: No, I don’t think we had any<br />
concern. In fact, I think it was our<br />
intent. The market isn’t very large<br />
right now. We wanted to make<br />
sure we made something that as<br />
many people as possible could<br />
enjoy. Right now, in VR, that means<br />
there’s a whole wide range. We’ve<br />
gotten emails from 60-yearolds,<br />
and we know there are 13<br />
and 14-years-olds playing. It’s a<br />
good question because VR really<br />
can spike the intensity in a lot of<br />
different things. It can bring out<br />
different kinds of feelings. It can<br />
be sad, it can be fear, it can be joy.<br />
We knew that the world would<br />
come off as something for<br />
younger audiences, but we wanted<br />
the narrative, the depth of the<br />
story, and the characters to really<br />
grab us as an older audience, so<br />
that’s the balance we get to do as<br />
developers, right?<br />
We can try to do things that we<br />
think will appeal to most of the<br />
audience but also do things that are<br />
creatively satisfying. We wanted<br />
to test your relationship with Quill<br />
and solidify that bond. Sometimes<br />
you need sad moments to do that,<br />
and sometimes you need exciting<br />
moments to do that. Sometimes<br />
you just need to be walking<br />
through the forest. It’s really the<br />
cadence among those that give<br />
the texture to the narrative. I<br />
would say that, towards the end,<br />
the tonal shift was important. It’s<br />
our way of saying that this world is<br />
not just one tone. Everything isn’t<br />
all happy. There’s some dark stuff<br />
going on, and we’re just scratching<br />
the surface.
JN: I thought it was a perfect<br />
way to cap off the game. It really<br />
helped build momentum. On a<br />
different note, and in being a new<br />
studio, what was it like for the<br />
team to see Moss debut to nearuniversal<br />
praise?<br />
DB: It’s hard when you put so much<br />
energy into something for such a<br />
consistent amount of time to have<br />
enough perspective to really take<br />
everything in and appreciate the<br />
kind words. Something we said<br />
around the studio is that there are<br />
a lot of people we haven’t talked<br />
to, or met, who have been touched<br />
by this world. That was really<br />
fulfilling for all of us to know we<br />
were making an impact because<br />
I think that’s why a lot of us here<br />
are making games.<br />
I just skimmed through your review<br />
again, because I read it early on,<br />
and you said some really cool<br />
things toward the end about it that<br />
I appreciate. Thanks for writing<br />
that!<br />
JN: Absolutely. Thank you! Due<br />
to the nature of VGChartz, I feel<br />
I have to ask the next question.<br />
Can you comment at all on the<br />
game’s commercial response?<br />
DB: It hit exactly what we were<br />
aiming to do with Moss. As you<br />
know with VR, the VR market is<br />
nowhere near as large as the<br />
console market, right? So, if you<br />
look at it like that, you can create<br />
different expectations. For us, as<br />
a new IP and first release for our<br />
studio, what was important for<br />
us was people’s investment in<br />
the world. As the market grows,<br />
we’ll grow with it. To see people<br />
establish that relationship with<br />
Quill and the world itself… that was<br />
success to us – that people know<br />
about Polyarc and people know<br />
about Quill. We are proud of that.<br />
JN: I was a day-one PlayStation<br />
VR adopter. I thought about<br />
holding out, but I couldn’t resist<br />
and felt I got my money’s worth at<br />
launch. What would you say to any<br />
gamers who are reluctant to dive<br />
into VR? Why buy a headset now?<br />
DB: I’ve spent a year-and-a-half<br />
or two years in VR development.<br />
I just put my pen down and said,<br />
“I can’t convince people verbally.<br />
They’ll just have to try it.” I think<br />
when it comes to skeptics there<br />
are so many ways to try PSVR and<br />
other virtual reality headsets… tour<br />
buses going around, etc. The best<br />
thing people can do is research<br />
the content they’re interested in.<br />
Make sure it was made for VR, not<br />
just a port. Then, try to find a place<br />
to try it out. Once you get inside<br />
VR and experience good content<br />
that makes you feel something<br />
that traditional gaming can’t do at<br />
this point that’s when you really<br />
understand the importance of VR,<br />
but I don’t think anyone will verbally<br />
convince people. My suggestion is<br />
for people to try it, and don’t feel<br />
pressure until you find that there’s<br />
the right content for you.<br />
JN: It’s interesting that you<br />
mentioned the opportunities to<br />
demo VR because I first tried it<br />
at a Best Buy the summer before<br />
PlayStation VR launched. I was<br />
hooked after one try.<br />
DB: Yeah, it’s what it takes. It’s<br />
something new that we really<br />
haven’t had access to. With new<br />
technology, it’ll take time until<br />
everyone’s in it – if that ever<br />
happens. I think it’s important for<br />
everyone to try it and to think of<br />
what cool things we can do with it<br />
that we couldn’t otherwise. That’s<br />
where you find gold.<br />
JN: Speaking of other VR headsets,<br />
can you speak to why Moss<br />
was designed for PlayStation VR<br />
instead of the Oculus Rift or the<br />
HTC Vive, for example?<br />
DB: For us, as an independent<br />
studio, we had to choose one<br />
platform upfront that we really<br />
wanted to focus our energy on.<br />
That turned out to be the PSVR.<br />
Sony saw an early prototype of<br />
Moss and was very supportive<br />
pretty much since the moment we<br />
showed it to them. We said, “Okay.<br />
We’re going to work with these<br />
partners. They’re going to help<br />
us.” They were so nice to put us<br />
on the E3 stage, which is a great<br />
exposure for us. That was where<br />
we focused our development<br />
energies. We want as many people<br />
as possible with VR headsets to<br />
experience Moss. That’s our goal.<br />
Interviewer’s Note: Polyarc revealed<br />
during this conversation that Moss<br />
would launch for Oculus Rift and<br />
HTC Vive today. It’s available now!
JN: I’m currently making my way<br />
through God of War. Which games<br />
are people playing around the<br />
studio?<br />
DB: The topic of conversation in<br />
our studio is God of War, but I tell<br />
everyone to stop talking because<br />
I’m really far behind [laughs]. A lot<br />
of us in the office play Hearthstone,<br />
but a lot of the team plays different<br />
games. When God of War came out<br />
it made a big splash, and it’s cool to<br />
see the different reactions to such<br />
a different kind of game than what<br />
we’re working on. That’s the best<br />
time to be playing these games –<br />
when it’s something that’s different.<br />
People around the office are<br />
obviously playing Fortnite as well.<br />
I don’t know... I kind of feel bad that<br />
I don’t have more games to throw<br />
at you right now [laughs]. Actually,<br />
what I just picked up and played<br />
was Stardew Valley and Darkest<br />
Dungeon on the Switch. Just kind<br />
of checking out those and they<br />
are really different from what we’re<br />
doing. It’s cool to just try different<br />
games. We keep a close eye on<br />
VR. Oh! That’s the other one. Beat<br />
Saber. A lot of people are checking<br />
that out as well.<br />
JN: Any final thoughts you would like<br />
to share with fans of Moss, Quill, or<br />
your work in general?<br />
DB: The big thing is to follow our<br />
Twitter and social media pages.<br />
That’s our channel to everyone, and<br />
it’s the best way for people to ask us<br />
questions and get more information.<br />
If we are fortunate enough to tell the<br />
next chapter in Quill’s adventure, we<br />
have what we want to tell. We’re just<br />
looking forward to the opportunity<br />
to tell that story. There are some<br />
really cool things that will be fun to<br />
experience with Quill but with VR,<br />
too. As we learn more about VR,<br />
we are learning new ways to take<br />
advantage of the medium. For fans<br />
of VR and fans of Moss and Quill, we<br />
have a lot more we want to do. Keep<br />
poking us, and keep talking to us.<br />
We’ll let you know what we know<br />
when we know it!<br />
JN: Thank you so much! Have a<br />
great E3!<br />
DB: Thanks for chatting!<br />
Interview conducted<br />
by Jackson Newsome,<br />
VGChartz
YOUR INTERView SAY by evan norris<br />
INTERVIEW WITH the creators of surge<br />
DECK 13<br />
In this age of social media and online<br />
communities, where almost every video<br />
game is previewed, dissected, and<br />
analyzed to death before it hits store<br />
shelves, it’s difficult to be surprised. Yet<br />
The Surge, flying as it did under the radar<br />
in 2017, managed to surprise me — and<br />
many others, I imagine — in the happiest<br />
of ways. I spent hours and hours in the<br />
grim dystopia developer Deck 13 had<br />
wrought, slicing and dicing my way through<br />
cybernetic horrors. In a year considered<br />
by some the greatest in the history of the<br />
gaming industry, The Surge shone brightly,<br />
and yet many never saw the light.<br />
When Deck 13 announced plans for DLC, I<br />
was happily surprised for the second time.<br />
It signaled sales were strong and demand<br />
for the studio’s unique take on the Dark<br />
Souls formula was healthy. A Walk in the<br />
Park turned out to be just as refreshing<br />
and addictive as the base game, and,<br />
honestly, I was sad when it was over.<br />
Then, just last month, Deck 13 made yet<br />
another surprise announcement: The<br />
Surge 2 was on its way. In the wake of<br />
that news, I reached out to the Frankfurtbased<br />
studio to ask about the future of<br />
The Surge, and the game’s place among<br />
Souls-likes and so-called AA games in<br />
general. Michael Hoss, PR and Marketing<br />
Manager for Deck 13, was kind enough to<br />
respond.
EN: When The Surge DLC was<br />
announced, I think a lot of fans were<br />
pleasantly surprised, in part because<br />
it was unclear if the base game had<br />
lived up to expectations, sales wise.<br />
Can you share sales figures for The<br />
Surge, in terms of physical and digital<br />
units? If not, can you talk about the<br />
business decisions that led to DLC<br />
and eventually a full sequel?<br />
MH: While I cannot share the exact<br />
numbers, I can confirm that The<br />
Surge did very, very well. When The<br />
Surge was released, our publisher<br />
contacted us the next day and<br />
shared the news with us. And it was<br />
about two weeks after the game was<br />
released that everyone agreed on<br />
doing DLC. By that time, it was rather<br />
easy to justify. So far, the DLC has<br />
gone very well, too.<br />
EN: As someone who logged dozens<br />
of hours playing The Surge and A<br />
Walk in the Park, I’m interested to see<br />
where the series goes with The Surge<br />
2. So far, we’ve heard about “larger<br />
and more ambitious level design”<br />
thanks to an improved engine. Can<br />
you share more about this upgraded<br />
engine and what it allows you to<br />
accomplish that you couldn’t in the<br />
original The Surge?<br />
MH: FLEDGE Delta, the new iteration<br />
of the engine, comes with new<br />
features which enable us to improve<br />
on every aspect. A core thing here is<br />
improved performance due to heavily<br />
modified multithreading support. This<br />
additional performance we can make<br />
use of in multiple ways, obviously.<br />
Something which helps a lot for the<br />
bigger levels is a new, computebased<br />
unified volumetric lighting /<br />
fog solution which, just to get that<br />
mentioned, works seamlessly with<br />
transparent objects as well. The<br />
engine now also supports DirectX 12.<br />
“ They asked<br />
for more outdoor<br />
settings.<br />
Amusement Park?<br />
Check.<br />
They asked for<br />
creepier enemies.<br />
Amusement Park?<br />
Check.<br />
they asked for<br />
more varied<br />
design.<br />
Amusement Park?<br />
Check. ”<br />
EN: Speaking of A Walk in the Park,<br />
what inspired the amusement park<br />
setting?<br />
MH: When it was confirmed that<br />
there would be DLC for The Surge,<br />
we had multiple ideas with various<br />
settings. One was the amusement<br />
park setting. What led to that choice<br />
in the end was mostly the feedback<br />
from players. While the feedback<br />
for The Surge was amazing, people<br />
criticized the levels quite often: too<br />
many corridors inside the factory.<br />
They asked for more outdoor<br />
settings. Amusement Park? Check.<br />
They asked for creepier enemies.<br />
Amusement Park? Check. They<br />
asked for more varied design.<br />
Amusement Park? Check. I could<br />
continue the list here, but basically<br />
we took the feedback from so many<br />
posts on Reddit, Steam, Twitch,<br />
dozens of gaming forums, and in<br />
reviews. In the end it all led to the<br />
Park.
EN: In an industry increasingly<br />
populated by so-called Souls-likes,<br />
The Surge stands out for me due to its<br />
futuristic dystopia and its unique limb<br />
dismemberment mechanic. What do<br />
you think Deck 13 has contributed to<br />
the genre, and where would you like to<br />
take it from here?<br />
MH: Lords of the Fallen was our first<br />
step into the genre. It got some harsh<br />
feedback as it was compared to Dark<br />
Souls a bit too much. Even with Lords<br />
we already tried to separate a bit from<br />
the Souls series with our own ideas but,<br />
well, you know, maybe we did not risk<br />
enough. With The Surge we did. Take<br />
the combat system for example - Souls<br />
players dislike it in the beginning quite<br />
often, some call it clunky. Then they get<br />
into it. It requires a completely different<br />
approach, even without the limb<br />
dismemberment. Talking about that:<br />
limb dismemberment is a thing we will<br />
definitely take to the next level in The<br />
Surge 2. But yeah, overall there are lots<br />
and lots of small little details which do<br />
set us apart I think and which make The<br />
Surge its very own type of game. Is it a<br />
Souls-Like? Definitely. Does it stand on<br />
its own feet? Hell yes.<br />
EN: On the same note, what lessons did<br />
you learn from Lords of the Fallen?<br />
MH: We learned a lot. Until that time,<br />
Lords of the Fallen was the biggest<br />
project Deck13 had ever worked on.<br />
And the whole structure of the company<br />
itself was not prepared for the size of<br />
the project. That led to some troubles<br />
and confusions and it cost quite some<br />
sweat and blood to overcome those<br />
issues. That sounds quite harsh - in the<br />
end it was a learning process. When<br />
the production of Lords started, the<br />
production was quite efficient. But the<br />
project got bigger, more people got<br />
involved, more separate teams within<br />
the team had to be formed and so<br />
on. On paper that sounds rather easy,<br />
but establishing new processes in a<br />
team which has worked together for<br />
years - that’s tricky. Lords helped us<br />
to establish these structures and The<br />
Surge benefited from that. But we then<br />
learned so many things from The Surge<br />
too.<br />
EN: On the same note, what lessons did<br />
you learn from Lords of the Fallen?<br />
MH: I read that quite often these days.<br />
That the market is crowded and that<br />
some part of the market is taking<br />
away share from the other parts of the<br />
market. Honestly? I don’t think that this<br />
is a thing. The overall market is growing.<br />
If your game is interesting and you know<br />
your audience and who you are creating<br />
the games for and the marketing adds<br />
on top of that, you will find your space.<br />
I’m not saying that this is an easy task,<br />
but it is doable. Personally I find that it is<br />
easier to develop games you’d love to<br />
play yourself. Why? Because if you are<br />
the audience yourself, well, then you just<br />
have to find people who are like you.<br />
EN: Finally, when you’re not designing,<br />
programming, and play testing, what<br />
games do you like to play? What were<br />
your favorites from 2017?<br />
MH: Personally I’m sitting on a big<br />
backlog of shame. So... my favorite<br />
from 2017 is Divinity: Original Sin. Yes.<br />
The first one. I finally found the time for<br />
it! But in the company itself it varies a<br />
lot. Some are completely addicted to<br />
PUBG these days and celebrate their<br />
chicken dinners, others are praising the<br />
sun all night long and recently everyone<br />
started hunting Great Jagras.<br />
I’d like to thank Michael and the entire<br />
Deck 13 crew, and Carly Shields of<br />
Evolve PR for making the connection.<br />
You can read more about Deck 13 on<br />
its website.<br />
- Evan Norris
Image by Justin Ladia taken from flickr
TRADING CARD<br />
TOURNAMENTS<br />
AT<br />
GAMETRADERS
DUNGEONS & DRAGONS<br />
“There is nothing judge-y about it, you’re free to do what you want”<br />
– Heather<br />
Dungeons and Dragons at Gametraders Macarthur Square started way back in the early 1990s. As<br />
a fantasy fan I lapped up everything I could, reading the Tolkien, Feist and the Dragonlance series<br />
just wasn’t enough. I managed to convince a group of friends to gather together and play some<br />
tabletop role playing. I got to work on creating the world, a story arc, villages and towns. Filling a<br />
notebook with maps I felt I was ready, my friends were then released into the world and took to<br />
burning down the inn, slaughtering my Non Player Characters and destroying everything I had made<br />
– and I wasn’t even mad, I loved it!<br />
After high school, time became poor, my family life took over and I was unable to find a group<br />
to play with. This all changed when the 5th Edition of Dungeons and Dragons was released, I<br />
purchased the Starter Set in the first month it was released, I felt hooked again. I reconnected with<br />
some old friends and we agreed to play together online over Skype, along with some new friends<br />
from all over the world, we set a weekly timeslot and committed to the adventure. As the Dungeon<br />
Master I took my characters through the Starter Set, Hoard of the Dragon Queen and The Rise of<br />
Tiamat. I’ve since retired as a DM and still meet with the group online weekly.<br />
One of the first things I decided to do once I owned Gametraders Macarthur Square was to have<br />
a place locally for players to meet and play Dungeons and Dragons in a casual environment. Since<br />
<strong>July</strong> 2017 we’ve been running DnD in store and it’s now grown to two nights a week, Friday and<br />
Saturday!
Image by Benny mazur taken from flickr
We’ve had some great feedback from our<br />
players, some of which are new and others that<br />
are well experienced in the art of rolling a D20.<br />
They report that they love the environment<br />
and the new friends they have met. According<br />
to Heather, “Its local so travel isn’t an issue,<br />
it’s a lot of fun and the environment is really<br />
great because you’re surrounded by a lot of<br />
awesome games and surrounded by people<br />
in the community who also have the same<br />
interests.” Belle agrees, “I was always a gamer<br />
and started coming the first day you guys started<br />
running DnD, I only missed one week!” Heather<br />
jokes “How dare you! That’s dedication.” Belle<br />
then laments, “Yeah I’ll always remember that<br />
one week I had to go to a concert.” And Izaak<br />
sees the benefit in bringing people together “If<br />
you don’t have friends with time to play, having a<br />
place where people can come each week allows<br />
you to meet new people.”<br />
The freedom of expression, the individuality<br />
and imagination that is brought to the table<br />
that I found so compelling as a young adult has<br />
remained a staple for DnD. Where 4th Edition<br />
complicated the world and rulesets, 5th Edition<br />
has brought back the simplicity that doesn’t get<br />
in the way of the role playing. However, more<br />
important than the ruleset is the people and<br />
place that facilitates the game.
Heather says, “For me it’s the<br />
people, in our campaign at the<br />
moment you get to play as a little<br />
animal so that is adorable! The<br />
people I play with makes the game<br />
for me.” Belle agrees saying, “I love<br />
building a character and the world<br />
around you with friends at a table.”<br />
An important staple of the Dungeon<br />
and Dragons table is the Dungeon<br />
Master. Our DMs are now rewarded<br />
with store credit, given by the<br />
players that attend, it’s a small<br />
thank you for their time and the<br />
creative energy that goes into<br />
making an experience for their<br />
group.<br />
Image by Benny mazur taken from flickr
Izaak, one of our committed Dungeon Masters,<br />
shared the story of how he became a DM. “A<br />
couple of years ago I was overseas and I had<br />
a friend who was big into DnD, I always wanted<br />
to try it but I thought a DM was someone you<br />
needed to pay, like you’d have to find them on<br />
the internet or something because they know<br />
the rules and everything. Once I found my friend<br />
he showed me how to do it.” Izaak continues,<br />
“so, I said to my friend he should be the Dungeon<br />
Master, but he said he wasn’t good at it and that<br />
I should try. I just did it and they were like wow!<br />
You’re the best we’ve had, so I’ve kept doing it.”<br />
And that is exactly what Izaak has done, he now<br />
hosts a committed group weekly in store, “I like<br />
the world building, making goofy characters and I<br />
like facilitating the fun.”<br />
Dungeons and Dragons now runs on Friday and<br />
Saturday nights in store. Registration is open<br />
from 5:30pm with the games kicking off at<br />
6:15pm. New players are welcome and you’ll get<br />
the chance to try new campaigns through the<br />
DnD Adventurer’s League as they are released.<br />
Written by Benn<br />
Banasik, Owner<br />
of Gametraders<br />
Macarthur Square.<br />
With a special thanks<br />
to Heather, Belle<br />
and Izaak for their<br />
contribution.
MAGIC: THE GATHERING<br />
COMMANDER<br />
“It’s fun, I like the interactive side of it and I like to play giant dragons!”<br />
– Jeremy<br />
Magic the Gathering events at Macarthur Square have been going for almost 12 months. During<br />
this past year the store has increased weekly events to now hosting tournaments two nights a<br />
week, Monday and Saturday. Choosing to focus on Commander has created a small but tight<br />
community with a more relaxed vibe to more competitive locations in the area.<br />
With the new ownership of the store in <strong>June</strong> 2017, we introduced trading in Magic the Gathering<br />
singles from day one. Our first Magic focused staff member Nick helped us get the tournaments<br />
off the ground and now our new TCG focused staff member Rune is running the Magic show.<br />
We’ve progressed up the levels on the Wizards Play Network and have the ability to do sneak<br />
peaks and run competitive events! It’s an exciting time as the community has grown from just a<br />
few players to a diverse group that feel comfortable to call our store home for a few hours each<br />
week.<br />
Commander is a multiplayer format of Magic where players have decks of 100 cards with a single<br />
legendary creature available to be called upon. We asked the community what they loved best<br />
about the Commander format. Jeremy said “I like Commander as you can be more creative, with<br />
100 cards with no doubles you need to be creative. Its good for everybody and with multiplayer<br />
anyone can jank the win.. if everyone thinks you’re not a threat haha!” Josh agreed saying “I like<br />
the customisation as you don’t know what you’re going to get as compared to what you’re going to<br />
be up against. Anything can happen, in Commander people build what they like or what they can<br />
afford and anything can work.” Jackson jokes, “It gives me something to spend money on and it<br />
gives me something to spend brain power on, both of which I am severely lacking.”
As you can probably see, our players don’t<br />
take themselves too seriously. It is a casual<br />
affair where players are creating the craziest<br />
decks to try out on each other. The community<br />
has tried a few drafting events and excitedly<br />
look forward to what is coming out in future<br />
for Magic. Their enthusiasm is pipped by Rune<br />
who has to be dragged away from the Magic<br />
rare folder and boxes of cards that we now<br />
offer for the customers. Organising the cards<br />
so they are easily accessible is something<br />
that Rune is clearly passionate about and<br />
we’re grateful for his support, good staff<br />
is what sets us apart from the department<br />
stores that surround us.<br />
Our players shared some kind words too!<br />
Jeremy loves the Monday nights, “I work really<br />
long hours and having the game on Monday<br />
the working week hasn’t drained me, Monday<br />
isn’t good for anybody and this is something to<br />
look forward to on a Monday!”
Tim, one of Gametraders Macarthur Square’s<br />
youngest players who is about 10 years younger<br />
than the majority of players who play loves it when,<br />
according to him “When my friends come together<br />
to play a couple of games.” He is here talking about<br />
his father who also plays and the fellow players<br />
that he has met in store. Tim continues “it is more<br />
friendly (than other places) and is more for fun.”<br />
Jackson agrees, “It’s a friendly atmosphere and you<br />
don’t feel intimidated as it is much more casual.”<br />
The casual focus, friendly and open environment,<br />
with generous prize support and engaging staff is<br />
what makes our store different.<br />
Magic the Gathering: Commander runs on Monday<br />
night in store. On Saturday we run a variety of Magic<br />
events including Standard Showdown as well as<br />
Store Championship events alongside our regular<br />
Pokemon Tournament. Registration is open from<br />
5:30pm with the tournaments kicking off at 6:15pm.<br />
Written by Benn Banasik, Owner of<br />
Gametraders Macarthur Square.<br />
With a special thanks to Jeremy,<br />
Tim and Jackson for their<br />
contribution.
...Trading cards, tournaments, accessories<br />
& more. Get it all at Gametraders.<br />
TOURNAMENTS:<br />
MAGIC: THE GATHERING COMMANDER: MONDAY 5:30pm<br />
FINAL FANTASY: TUESDAY 5:30pm<br />
YU-GI-OH: WEDNESDAY 5:30pm<br />
DUNGEONS & DRAGONS / BOARD GAMES: FRIDAY 5:30pm<br />
POKEMON: SATURDAY 5:30pm<br />
GAMETRADERS TOURNAMENTS & EVENTS!<br />
Tournaments are subject to change. Please check with your local store on tournament times before attending.<br />
Visit www.gametraders.com.au/facebook to find your local stores Facebook page.
GameTraders EVENTS<br />
& tournaments!<br />
NSW<br />
BLACKTOWN<br />
Dungeons & Dragons TCG - Saturday 10am<br />
Yu-Gi-Oh - Saturday 10:30am<br />
Magic the Gathering - Thursday 6:30pm<br />
Pokémon - Saturday 11am<br />
MACARTHUR SQUARE (CAMPBELLTOWN)<br />
Magic the Gathering - Monday 5:30pm<br />
Final Fantasy - Tuesday 5:30pm<br />
Yu-Gi-Oh - Wednesday 5:30pm<br />
Dungeons & Dragons / Board Games - Friday 5:30pm<br />
Pokémon - Saturday 5:30pm<br />
PARRAMATTA<br />
Yu-Gi-Oh - Wednesday 6pm<br />
Magic the Gathering - Friday 6pm<br />
Cardfight!! Vanguard - Wednesday 6pm<br />
GAMETRADERS LIVE PENRITH<br />
Cardfight!! Vanguard - Saturday 5pm<br />
Magic the Gathering - Friday 7pm<br />
Pokémon - Saturday 12pm<br />
X-Wing - Wednesday 7pm<br />
Dragon Ball Z - Thursday 6pm<br />
Force of Will - Friday 7:30pm<br />
Buddyfight - Saturday 12pm<br />
My Little Pony - Saturday 5pm<br />
Demo board games from Wednesday through to Saturday.<br />
GAMETRADERS LIVE HORNSBY<br />
Yu-Gi-Oh - Tuesday 4pm & Sunday 11am<br />
Pokémon - Sunday 2pm<br />
Magic the Gathering (Draft) - Wednesday 4pm & 7pm<br />
Hearthstone Fireside Gathering + Tournament - Wednesday 6pm<br />
Board Games - Thursday 7pm<br />
Magic the Gathering (FNM) - 6pm (Standard, Modern, Draft)<br />
Super Smash Bros - Saturday 1pm<br />
Magic the Gathering (Commander) - Saturday 2pm<br />
For more special events and tournaments please visit:<br />
www.facebook.com/GametradersHornsby
SA<br />
INGLE FARM<br />
Yu-Gi-Oh! Coming Soon!<br />
MARION<br />
Pokémon - Saturday 2pm<br />
Cardfight!! Vanguard - Tuesday 6pm<br />
Yu-Gi-Oh - Wednesday 6pm<br />
Final Fantasy - Wednesday 6pm<br />
Magic the Gathering - Friday 6pm<br />
X-Wing - Every second Monday from 2pm. Check<br />
with staff for details.<br />
SEAFORD<br />
FREE Monday Night Magic and Vanguard - 6pm<br />
(5:30pm registration)<br />
Magic the Gathering Modern and Commander -<br />
Tuesday 6pm (5:30pm registration)<br />
Friday Night Magic - Friday 6pm (5:30pm registration)<br />
Cardfight!! Vanguard - Wednesday & Friday 6pm<br />
(5:30pm registration)<br />
Yu-Gi-Oh! - Thursday 6pm (5:30pm registration)<br />
Pokémon - Sunday 1pm (12:30 registration)<br />
Casual events on Saturdays! Check our Facebook page for<br />
ACT<br />
HYPERDOME<br />
Yu-Gi-Oh - Saturday 10am<br />
Pokémon - Saturday 2pm<br />
QLD<br />
CHERMSIDE<br />
Yu-Gi-Oh - Sunday 3pm & Wednesday 6:30pm<br />
Final Fantasy - Tuesday 6:30pm<br />
Cardfight!! Vanguard - Wednesday 6:30pm<br />
Pokémon - Saturday 3pm<br />
Magic the Gathering - Tuesday & Friday 6:30pm<br />
MORAYFIELD<br />
Magic the Gathering Modern - Wednesday 7pm<br />
Magic the Gathering Standard - Friday 7pm<br />
Yu-Gi-Oh - Thursday 6pm & Sunday 2pm<br />
Pokémon - Saturday 12pm<br />
Magic the Gathering Learn to Play - Saturday<br />
12pm<br />
LARP Tournaments - Saturday 6pm<br />
details.<br />
SALISBURY<br />
Final Fantasy - Tuesday 6pm (5:30pm registration)<br />
Magic the Gathering - Friday 6pm (5:30pm registration)<br />
Magic the Gathering (Casual) - Thursday 5:30pm<br />
Yu-Gi-Oh - Saturday 12pm (11:30am registration)<br />
Pokémon - Sunday 12pm (11:30am registration)<br />
FIND OUT<br />
MORE...<br />
each store has their own facebook page! just search<br />
gametraders followed by their store locatioN name<br />
OR VISIT WWW.GAMETRADERS.COM.AU/STORES.
SHAUN STODDARD<br />
A PLAYERS PERSPECTIVE<br />
Dungeons and Dragons - The Original and Some Alternatives<br />
My first experience with Dungeons and Dragons was<br />
the game Baldur’s Gate 2 on PC. I could be a Druid<br />
who turned into a werewolf, and that was awesome.<br />
Then I found the Dragonlance books by Margaret<br />
Weis and Tracey Hickman and found the story of the<br />
Heroes of the Lance to be something that I wanted<br />
to strive towards. Then I discovered R.A. Salvatore’s<br />
Forgotten Realms books and the adventures of<br />
Drizzt Do’Urden, who started a hundred Character<br />
Creations of arrow made good with two swords<br />
and a big cat. Then I actually played Dungeons and<br />
Dragons 3rd Edition. Which was fun.<br />
Though what I did much more than play D&D was<br />
read the source books and novels. Immersing myself<br />
in the worlds they described and memorising the<br />
different variations in the worlds. Dragonlance with<br />
its steel as currency and exploding half dragon<br />
creatures. Greyhawk with its... well... it was the basic<br />
setting for D&D 3rd Edition so most of it wasn’t that<br />
memorable. Forgotten Realms with its signature<br />
Good Drow character and Year of Rogue Dragons<br />
(coincidentally my favourite D&D book series). But<br />
then I noticed something that I hadn’t before but<br />
intrigued me.<br />
Turns out D&D isn’t the only tabletop role playing<br />
game out there!<br />
So here are a few others to check out, if you ever<br />
feel like experiencing something new.
(PAIZO) The Pathfinder Roleplaying Game puts you in the role of a brave adventurer fighting to survive<br />
in a world beset by magic and evil!<br />
Take on the role of a canny fighter hacking through enemies with an enchanted sword, a powerful<br />
sorceress blessed with magic by the hint of demon blood in her veins, a wise cleric of gods benevolent<br />
or malign, a witty rogue ready to defuse even the deadliest of traps, or any of countless other heroes.<br />
The only limit is your imagination!<br />
PATHFINDER<br />
The spiritual successor to Dungeons and<br />
Dragons 3.5 and continuing the tradition of being<br />
an absolute number cruncher. If you enjoy cosmic<br />
horror, fantasy worlds with other planets to travel<br />
too, and an all-encompassing love of goblins,<br />
Pathfinder is the one for you. Just be aware that<br />
there is a lot of numbers to remember. Due for a<br />
2nd Edition quite soon.<br />
GET IT AT GAMETRADERS!<br />
Order in-store.
(PAZIO) Strap in and blast off! The Starfinder Roleplaying Game puts you in the role of a bold sciencefantasy<br />
explorer, investigating the mysteries of a weird and magical universe as part of a starship crew.<br />
Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle<br />
to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters?<br />
Maybe you’ll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret<br />
history of the universe or brand new planets to explore. Whether you’re making first contact with new<br />
cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and<br />
your team will need all your wits, combat skill, and magic to make it through. But most of all, you’ll need<br />
each other.<br />
STARFINDER<br />
A sort of sequel to Pathfinder set far into<br />
the future with space travel, guns and new<br />
and unique species to explore a well fleshed<br />
out star system filled with the usual fantasy<br />
monsters and many more creatures. Has some<br />
refinements to the Pathfinder model that make<br />
it a bit less number crunchy.<br />
GET IT AT GAMETRADERS!<br />
Order in-store.
(3thAGESRD)13th Age is an “open” d20-based tabletop fantasy RPG similar in play to games like D&D<br />
3.0/3.5 and Pathfinder. 13th Age makes use of many game mechanics and features that are intended to<br />
develop characters and story as the game is played. Mundane combat equipment is based only on the<br />
class of weapon and the class of character using it. For instance, a basic attack with a dagger in the hands<br />
of a rogue does the same damage as a basic attack with a longsword in the hands of a fighter. Speaking<br />
of fighters, martial classes gain some variety in their combat. Fighters, for instance, have features that<br />
allow their attacks to proc certain advantages depending on the roll of the die and if the attack hit or not.<br />
Rogues build momentum as they attack. Barbarians rage.<br />
13th AGE<br />
Take what people loved about D&D 4th edition, mix it with what<br />
people loved about D&D 3rd edition, blend in a whole lot of<br />
narrativist sensibility and freeform solutions and viola! You get 13th<br />
Age. By far my favourite game system, 13th Age works best when<br />
people are shooting off improvisations left and right, and adds<br />
an incredibly unique mechanic in the Icons, extremely powerful<br />
characters that exist within the game world and can affect your<br />
game for good and ill.<br />
GET IT AT GAMETRADERS!<br />
Order in-store.
(DUNGEON-WORLD) Dungeon World is a tabletop roleplaying game. Gather some friends and embark on<br />
adventure. Play to find out what happens.<br />
DUNGEON WORLD<br />
Strip away everything about Dungeons and Dragons. Now start<br />
from scratch. Build your world collaboratively with your players.<br />
Everything is defined by a Move, which is always predicated by<br />
the GM asking, ‘What do you do?’. Really easy to run and easy<br />
to organise. Plus, it helps that you only need the one rule book to<br />
play. Within this as well are a whole lot of other games which are<br />
Powered by The Apocalypse, including the original Apocalypse<br />
World, which use the same ruleset for entirely different worlds.<br />
GET IT AT GAMETRADERS!<br />
Order in-store.
(EVIL HAT)Blades in the Dark is a tabletop role-playing game about a crew of daring scoundrels seeking<br />
their fortunes on the haunted streets of an industrial-fantasy city. There are heists, chases, occult<br />
mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough<br />
to seize them.<br />
You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful<br />
ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to<br />
power in the criminal underworld? What are you willing to do to get to the top?<br />
BLADES IN THE DARK<br />
Probably the most focused of the games I’m mentioning here.<br />
Imagine you were in a gang trying to steal expensive stuff<br />
to up your credibility in a world eerily similar to the worlds of<br />
Dishonoured and Thief. That’s Blades in the Dark. One rule book<br />
which has all the information you need in it, and one hell of an<br />
aesthetic.<br />
GET IT AT GAMETRADERS!<br />
Order in-store.
(CUBICLE 7) Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to<br />
the Shire. But much danger still remains, and from the Orc-holds of the mountains to the dark and corrupt<br />
depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its<br />
THE ONE RING<br />
Set between the Hobbit and the Lord of the Rings, this game isn’t<br />
one I’ve played yet, but I’ve heard enough good things about it<br />
that I’m intrigued and really want to play it. It’s use of unique dice<br />
and connection to one of the most beloved book and film series<br />
of all time certainly helps.<br />
GET IT AT GAMETRADERS!<br />
Order in-store.
(RPG.net)The STAR WARS universe is brought to life by this roleplaying game, designed to allow players to<br />
emulate the lively universe of the films. Players may assume the roles of Jedi, Smugglers, Imperials, or any<br />
of the many other factions that inhabit the beloved STAR WARS galaxy.<br />
STAR WARS ROLEPLAYING GAME<br />
With its core books of Edge of the Empire, Age of Rebellion<br />
and Forces and Destiny it gives the players the ability to be<br />
anything from a ship mechanic on the outer rim to a Jedi<br />
hidden from the Emperors purges. Plus, the GM gets to play<br />
as the Empire. So that’s fun.<br />
Written by<br />
Shaun Stoddard<br />
GET IT AT GAMETRADERS!<br />
Order in-store.
JACKSON NEWSOME<br />
DETROIT: BEC<br />
The wait has felt long since<br />
Quantic Dream’s last original<br />
title, Beyond: Two Souls,<br />
launched on PlayStation 3. The<br />
wait is now over, and Detroit:<br />
Become Human makes up<br />
for lost time with an industryleading<br />
narrative and visuals<br />
previously unseen on current<br />
generation hardware. That’s<br />
not to mention the game’s<br />
surprisingly standout sound<br />
design and genre-appropriate<br />
soundtrack or the refinements<br />
to the studio’s standard (and<br />
often critiqued) control scheme.<br />
In many ways, Detroit is the<br />
culmination of David Cage’s<br />
previous works and plays better<br />
than all of them.<br />
The year is 2038, and the city of<br />
Detroit has been revitalized by<br />
the invention and proliferation<br />
of androids. In Detroit, androids<br />
serve human needs, taking on<br />
roles in manual labor, childcare,<br />
and even the military. This<br />
invention takes its toll, however,<br />
as unemployment skyrockets<br />
and androids disrupt traditional<br />
ways of life. The game follows<br />
the stories of three androids<br />
against this backdrop – a city<br />
split in two by this simultaneous<br />
economic boom and collapse.<br />
The stories of the title’s three<br />
androids (Connor, Kara, and<br />
Marcus) are one of the game’s<br />
many highlights, which should<br />
come as no surprise based<br />
on Cage’s history. Each of<br />
the androids’ stories carries a<br />
distinct tone, lending Detroit an<br />
increase in gameplay variety<br />
from the studio’s past titles.<br />
Unfortunately, not all stories are<br />
created equal, and Marcus’s<br />
arc is easily the most uneven of<br />
the three narratives. That being<br />
said, the stories have varying<br />
strengths and evoke different<br />
reactions depending on<br />
your choices.
OME HUMAN
Detroit is full of twists and turns and boasts<br />
high replayability due to the game’s many, many<br />
branching pathways. In fact, the branching story<br />
pathways make it difficult to concisely review this<br />
aspect of the game, yet I reacted positively to the<br />
narrative direction of both my original playthrough<br />
as well as the handful of chapters I replayed for<br />
experimentation. The developers simplified the<br />
process of replaying story segments, enabling<br />
players to view their decisions and alternate paths<br />
at the conclusion of each chapter, which was a<br />
very welcome and logical addition for such a storydriven<br />
game.<br />
Thankfully, Detroit features improvements in<br />
gameplay variety without the confusing narrative<br />
choices or sacrificed pacing of Beyond: Two Souls.<br />
Players can expect a lot of walking and interaction<br />
with the game’s environment, but such scenes<br />
are often followed by action or escape sequences<br />
(typically overcome through quick time events),<br />
and, in at least one instance, a stealth mission.<br />
Cage’s narrative style is still present in full force,<br />
although it is more refined than his previous works,<br />
even if the writing occasionally veers toward the<br />
implausible or melodramatic. In the end, such<br />
criticisms only seem fair when comparing Detroit<br />
to films or novels rather than video games. Cage’s<br />
vision is virtually unparalleled among his peers in<br />
the game industry.<br />
His formula is straightforward but effective: build<br />
tension through a combination of dialogue, stellar<br />
sound design, and visual cues to a thrilling climax.<br />
Even though it was usually obvious when scenes<br />
were leading to a dark turn, the game’s direction<br />
and narrative managed to genuinely surprise me.<br />
There were several instances in which I made a<br />
decision that led me down a path I couldn’t have<br />
anticipated, whereas my choices seemed to lead<br />
to more predictable outcomes in previous Quantic<br />
Dream titles. The seemingly “safe” options may<br />
not be as they seem. In Heavy Rain, for instance, I<br />
was more likely to begin a new story path because<br />
I failed a quick time event than because of<br />
ambiguous dialogue choices.
Furthermore, the quick time events in Detroit<br />
have been improved and expanded considerably.<br />
The game is much more lenient and accurate<br />
in interpreting player inputs compared to Heavy<br />
Rain and Beyond: Two Souls. This improvement<br />
means that I did not fail a single quick time event,<br />
but it also means that the game is noticeably<br />
easier and less dynamic in its potential for quick<br />
story changes. Due to this shift, I interacted with<br />
a narrative that was dictated almost exclusively<br />
by dialogue choices and the thoroughness with<br />
which I explored environments rather than the<br />
occasional misfortune or error. It’s hard to feel<br />
tense when success seems all but certain during<br />
major action sequences.
Beyond narrative, Detroit: Become Human<br />
excels in both its visuals and sound. The<br />
game’s settings were meticulously designed<br />
and rendered to perfection. While Quantic<br />
Dream may have set the new benchmark<br />
for console graphics, it comes at a cost.<br />
Environments are still relatively small despite<br />
the increased power of the current generation<br />
of consoles. I frequently ran into invisible walls<br />
which felt discordant with the developers’<br />
presumed goal of player immersion. Even if<br />
it is a reasonable sacrifice given technical<br />
limitations, the restriction seems odd when<br />
considered alongside the studio’s emphasis<br />
on player choice and insistence on players<br />
replicating real-life movements with precise<br />
button inputs. How immersive can it be if one<br />
is so often told they went the wrong way just<br />
for venturing slightly off the path? However,<br />
these qualms ultimately feel like nitpicks when<br />
a game’s presentation and gameplay are this<br />
good.<br />
Detroit: Become Human is a showcase for the<br />
importance of interactive narratives, and it is<br />
a testament to Cage’s craft that Detroit works<br />
so well. In straddling the boundary between<br />
games and films, Quantic Dream continues<br />
to deliver unique experiences that evoke<br />
feelings of both media, in which immersion<br />
and choice are balanced with tightly-directed<br />
story beats. Quantic Dream has outdone itself<br />
and delivered another must-play PlayStation<br />
exclusive. The finished product is quite unlike<br />
anything else available today, and I wholly<br />
recommend Detroit: Become Human.<br />
By Jackson Newsome, VGChartz<br />
8
VG CHARTS REVIEW<br />
STATE OF DECAY 2<br />
State of Decay 2 is a menagerie of game<br />
genres – (zombie) survival, role-playing, action,<br />
and management simulation combine to offer a<br />
deep and entertaining game concept. However,<br />
while the concept and framework are excellent,<br />
the game stumbles in execution, resulting in a<br />
title that’s good but could, and arguably should,<br />
be better.<br />
The premise is fairly simple. There’s a zombie<br />
infection running rampant, and you have to<br />
survive. That is neither original nor noteworthy<br />
- what you have to do to survive is, however.<br />
Sure, there is still foraging for weapons and<br />
other useful items, but the added complexity<br />
and dynamics provided by the role-playing and<br />
management simulation set the game apart and,<br />
in that respect, above other offerings.<br />
As part of surviving the dire circumstances,<br />
you’re tasked with managing a community.<br />
After the tutorial, you’ll have the first three<br />
members of your community. You can control<br />
any of them, but only one at a time (you can also<br />
have one accompany you as an NPC). Death<br />
is permanent for characters, whether you’re<br />
controlling them or not. Additionally, you can<br />
exile unwanted members and recruit new ones.
Each character in the game<br />
has different traits and<br />
abilities, some good and<br />
some bad. Hilariously, I had<br />
one character who had both<br />
optimism and a bleak outlook<br />
as two of his traits. Each<br />
character has health, stamina,<br />
morale, and standing. Health<br />
and stamina are straight<br />
forward, but both can be<br />
depleted to the point where<br />
only med kits (a rarer health<br />
item) or rest (especially in a<br />
base with a level 2 infirmary)<br />
will allow full recovery.<br />
Morale is usually a product of<br />
the condition and resources<br />
of your base, though<br />
sometimes a character will<br />
have a particular mission that<br />
will increase their morale if<br />
you complete it, or decrease<br />
if you neglect to do so. The<br />
latter option proved to be the<br />
final straw for a good member<br />
of my community during a<br />
particular rough patch. He<br />
literally left the community as<br />
I was returning with needed<br />
supplies. I was going to<br />
undertake his mission next (I<br />
swear), but apparently I had<br />
waited too long.<br />
Standing is simple, but<br />
important. Each character’s<br />
standing increases as you<br />
perform useful tasks, from<br />
killing zombies, to contributing<br />
resources to the community base.<br />
To really progress in the game, you<br />
must eventually elect a character<br />
as the community leader, which you<br />
can only do once their standing is<br />
high enough.<br />
In addition, there are five<br />
upgradable skills. Four of the five<br />
upgradeable skills start off as the<br />
same respective skill (Cardio, Wits,<br />
Fighting, and Shooting), though,<br />
as each can be upgraded, most<br />
with a branching option, they can<br />
and will diverge with progress. The<br />
fifth slot is reserved for a unique<br />
skill that can be learned (via books<br />
that can be found), but also may<br />
already be learned by the time you<br />
acquire a character. Regardless,<br />
once that skill is learned, it cannot<br />
be changed, only upgraded. The<br />
“fifth” skill will usually add abilities<br />
to craft additional items or build<br />
new facilities (or upgrade existing<br />
ones) on your base.<br />
Base building and management<br />
is a major element of the game.<br />
There are a variety of facilities to<br />
build or upgrade within a base,<br />
as well as the ability to move to<br />
different bases that might offer<br />
more slots for facilities, and/or<br />
some built-in perks that others do<br />
not. Effectively managing the base<br />
and your resources, and utilizing<br />
the strengths of your community<br />
members, is a critical part of State<br />
of Decay 2.<br />
Lastly, there are survivors and<br />
“enclaves” (factions) all throughout<br />
the open worlds (there are three<br />
unique maps that you can try<br />
to survive on). You will receive<br />
random requests for help of one<br />
sort or another. Responding or<br />
not, and how you respond, all have<br />
consequences, though they weren’t<br />
always, if ever, too significant in my<br />
two playthroughs.
Rounding out the population are<br />
zombies. Most are generic, but<br />
some are plague zombies, and<br />
have the ability to infect your<br />
characters with the blood plague,<br />
for which you have a limited time<br />
to treat. In addition, there are<br />
four types of unique zombies<br />
that present a greater challenge.<br />
Infestations will arise at various<br />
locations. As with many other<br />
things in this game, addressing<br />
those can boost morale; leaving<br />
them to fester will lower morale<br />
and can increase the chance of a<br />
zombie siege at your base.<br />
With all of these elements, the<br />
pace of the game is relentless.<br />
Trying to balance tasks such as<br />
tending to the needs of individuals<br />
in and out of your community,<br />
eliminating infestations, gathering<br />
and effectively managing<br />
resources, and simply just<br />
surviving, can be incredibly<br />
difficult. At worst, it feels too<br />
contrived. A good example of<br />
this is when a new member of<br />
my community, who hadn’t even<br />
made it back to our base yet,<br />
inexplicably started a fight with<br />
an existing member at our base<br />
because of low morale – and our<br />
morale was a little above stable.<br />
However, overcoming the<br />
challenges, contrived or<br />
otherwise, can be wonderfully<br />
fulfilling. Inspecting the map<br />
for locations that might contain<br />
needed resources, then gearing<br />
up and setting out, and ultimately<br />
returning with the resources and<br />
adding hope to the community<br />
is genuinely satisfying. Losing<br />
daylight while doing so is<br />
disconcerting. Running out of<br />
fuel, stamina, or, as happened to<br />
me, overturning your vehicle or<br />
having it destroyed by a horde<br />
of zombies (and some shoddy<br />
driving) is outright frightening and<br />
exhilarating. But again, prevailing<br />
over such adversities and<br />
hardships feels like an authentic,<br />
rewarding achievement.
Moments and experiences<br />
like those are where the game<br />
shines. Other aspects are a<br />
mixed-bag. I found combat<br />
responsive and pleasing, but<br />
the simplicity of it might make<br />
it feel repetitive for some. The<br />
graphics are so mediocre that,<br />
at first glance, I couldn’t help<br />
but wonder if they were any<br />
better that the original State<br />
of Decay on Xbox 360. At<br />
times, they’re just fine, but<br />
there are some truly bland or<br />
ugly textures. The general art<br />
direction is good, the graphics<br />
just don’t really complement it.<br />
The game controls are<br />
customizable, and are mostly<br />
fine. My biggest complaint is<br />
how often the “interact” button<br />
(Y by default) is used. Case in<br />
point: fuelling up a four door<br />
car can be a chore. You have<br />
to find the sweet spot between<br />
the rear driver’s side door and<br />
the trunk - miss it, and you’re<br />
managing the trunk inventory or<br />
hopping in the car. The same<br />
issue applies for looting with an<br />
NPC around. In a bind, that can<br />
be really frustrating.<br />
That brings me to the game’s<br />
general lack of polish. Even<br />
after a 6GB patch was recently<br />
made available, it seems the<br />
majority of the issues I’ve<br />
encountered remain.<br />
Some are innocuous, however<br />
distracting, like zombies<br />
spawning in the air, or doors<br />
appearing open but behaving<br />
as though they’re closed.<br />
Additionally, I’ve had NPCs<br />
block my path, or yell at me for<br />
aiming my gun at them when<br />
they step in the way, and I’ve<br />
had my character ignore using<br />
a ladder, instead walking over<br />
the edge. This hasn’t resulted in<br />
death, but it has inflicted injury<br />
every time.<br />
I had a survivor request help<br />
at a residence, only for me to<br />
clear it out but be unable to<br />
find him there. Looking at the<br />
map, I saw he was now down<br />
the road at another house. I<br />
drove to that house to watch<br />
him run out of it and down the<br />
street to where he was originally<br />
supposed to be. Better yet,<br />
when I went back and talked<br />
with him at that first location,<br />
he asked if I would accompany<br />
him to the house he had literally<br />
just run from. The one time I<br />
died, my body disappeared,<br />
whereas when some of my<br />
community members died, I<br />
could loot their bodies. I wasn’t<br />
sure what to make of it, until<br />
just before beating the game,<br />
I found myself near the area I<br />
had died, and suddenly the body<br />
reappeared so that I could loot<br />
it like normal.<br />
Perhaps the most disappointing<br />
unpolished element is the<br />
multiplayer. Cooperative gameplay<br />
is probably the biggest addition<br />
and improvement in this sequel.<br />
Indeed, it does add some fun and<br />
possibilities, but in my admittedly<br />
limited time playing co-op (thanks<br />
Donovan and Jed), more issues<br />
manifested. From performance<br />
problems (usually not affecting the<br />
host) to issues of items and actions<br />
not appearing for all members of<br />
the game. At one point I had to<br />
quit because I was unable to see or
access the item storage at our base<br />
in a multiplayer session.<br />
In seeing an ending for two different<br />
types of leaders (of which there<br />
are four) I suspect a Mass Effect<br />
3-like ending system. They are<br />
different, but only marginally so,<br />
and I’m not sure how much of an<br />
impact your actions make in the<br />
end. In one playthrough, despite me<br />
making friends with five enclaves,<br />
my Warlord leader was met with<br />
a lot of resistance because of his<br />
“tyrannical” conduct.
All the same, each leader type<br />
unlocks a “Legacy Perk” for future<br />
playthroughs. You can select up<br />
to two of the four for subsequent<br />
playthroughs, as well as up to<br />
three community members who<br />
have made it through previous<br />
playthroughs. This adds some nice<br />
replay potential.<br />
In the end, although no one<br />
glitch or unpolished element is<br />
game-breaking, they combine to<br />
noticeably hinder the experience.<br />
I will note that the developer is<br />
“committed to fixing issues up<br />
to and beyond launch”, but this<br />
is where the game is now. The<br />
story never really does anything<br />
more than serve as a loose form<br />
and guidance for your gameplay<br />
experience. In two playthroughs,<br />
no character or plot point was<br />
memorable. And yet, I’ve had a<br />
hell of a time playing the game,<br />
and many memorable moments<br />
during my time with it. Some of<br />
the execution has more room for<br />
improvement than you’d expect<br />
from a sequel, especially one<br />
published by Microsoft, but overall<br />
it provides a unique, fun, and<br />
satisfying gameplay experience.<br />
By Brandon J. Wysocki, VGChartz<br />
6
Review by Rex Hindrichs<br />
Since bursting onto the scene 13<br />
years ago, God of of War has been<br />
one of of PlayStation’s most iconic and<br />
bombastic franchises. After several<br />
games across numerous platforms, its<br />
distinct formula had been thoroughly<br />
iterated and it it seemed as though the<br />
franchise as we knew it it had nowhere<br />
else to to go and would fade into memory.<br />
Then, during E3 2016, God of of War<br />
announced its triumphant return with a<br />
wizened protagonist, new mechanics<br />
at at his disposal, and a new mythology<br />
to to explore. Now, 8 years after the<br />
main trilogy concluded, the series’<br />
reinvention has arrived to to do its history<br />
justice for a new generation.<br />
You reprise the role of of Kratos, the<br />
Spartan warrior turned god who<br />
conquered the Greek pantheon of of<br />
Olympus in in his rage. With nothing left<br />
to to go home to, he has wandered the<br />
Earth until ending up far away in in the<br />
Norse land of of Midgard, finding a new<br />
home and starting a new family for<br />
himself. After many years hiding from<br />
his past, our new game begins during<br />
a funeral for his wife, with his young<br />
son Atreus at at his side. Alienated from<br />
each other by Kratos’ deep character<br />
flaws but with only one another to to rely<br />
on now, the two must learn to to connect<br />
as they never have before in in order to to<br />
fulfill the mother’s dying wish together.<br />
As if if real parenting wasn’t going to to be<br />
hard enough for the Ghost of of Sparta,<br />
Kratos must also confront his bloody<br />
past and keep both himself and his<br />
son alive when a mysterious and<br />
powerful stranger shows up on their<br />
doorstep.<br />
Thrust into a new journey for solace<br />
and survival, Kratos and Atreus set<br />
off into a dangerous and unfamiliar<br />
land. Midgard is is wide, winding, and<br />
beautiful. While not as large as today’s<br />
typical open worlds, it’s certainly more<br />
dense, with intricate level design<br />
that changes over the course of of the<br />
game. In In contrast with the zoomed<br />
out automatic camera of of the series’<br />
past, the game is is played from a<br />
tightly focused over-the-shoulder<br />
perspective with a camera that never<br />
cuts for anything save the menus. It’s<br />
an impressive technical feat, though<br />
franchise purists may miss the old<br />
scheme.
With a new setting comes a new<br />
ecosystem, with everything from<br />
decorative flora and fauna, to all manner<br />
of monstrous beasts, to the powerful<br />
gods and sentient races of Norse<br />
mythology that must be contended<br />
with. To do just that, Kratos has a new<br />
mainstay: the Leviathan axe; a versatile<br />
weapon imbued with frost magic that<br />
can chop, blast, twirl, freeze, and be<br />
thrown in a variety of unlockable ways.<br />
Just as formidable are Kratos’ shield and<br />
bare hands, which can pummel enemies<br />
into a stupor that sets up devastating<br />
finishing moves. Atreus is no liability<br />
either, wielding a bow you can use to stun<br />
enemies and prolong combos.<br />
With numerous tools at your disposal<br />
and multiple ways to use them, combat<br />
is deep and satisfying. ‘Deliberate’ would<br />
be the best way to describe how it<br />
has changed. Fewer, more threatening<br />
enemies require more calculated<br />
responses from the player and force<br />
you to take full advantage of your<br />
skillset. Juggling your various attack<br />
methods to fend off and vanquish a<br />
diverse encounter is very stimulating<br />
and watching your skill improve to do so<br />
is that much more gratifying. Of course,<br />
God of War is also known for its larger<br />
than life boss fights and the new game<br />
- while a bit more grounded than before<br />
- does not shy away from epic and brutal<br />
moments (though you may wish you had<br />
a bit more control over some of them).<br />
You’ll be doing even more exploring than<br />
fighting, so thankfully the environments<br />
have been given just as much attention.<br />
The hours upon hours of twisting pathways are filled with<br />
puzzles, hidden treasure, numerous side missions, and<br />
scores of opportunities to develop our characters and the<br />
lore of the world they inhabit. Your journey will take you<br />
through many distinct realms and each is a sight to behold.<br />
One of the game’s most prominent elements is its<br />
progression. New RPG mechanics dictate your power<br />
and the caliber of enemies you can take on. Your stats<br />
are increased by the gear you loot, craft, and upgrade.<br />
Experience gained in combat and quests can be used<br />
to unlock new moves and abilities. These menus can<br />
be overwhelming at first and even unexpected for an<br />
action game, but their depth allows you to specialize your<br />
characters as you see fit and experiment with different<br />
builds. Progression applies to more than just stats and<br />
moves, as well; watching the world widen and characters<br />
grow before your eyes is greatly rewarding.
Beyond the gameplay, God of War is also a master of<br />
presentation. Richly detailed characters and environments,<br />
sophisticated animation and lighting, dazzling effects,<br />
seamless design, grand sense of scale, clean image quality,<br />
beautiful music, impeccable voice casting, and crunching<br />
sound design all amount to an industry leading audio visual<br />
experience let down by only the slightest bits of pop-in<br />
or performance dips. This artistry further extends to the<br />
game’s improved writing; Kratos is no longer a one note<br />
caricature but a tapestry of scars to draw from. The long,<br />
steady development of father and son is some of gaming’s<br />
best storytelling and anchors the whole affair. All of these<br />
strengths combined exceed the franchise’s reputation.<br />
God of War has evolved. After years of legacy and increasing<br />
familiarity, the next chapter for a new generation has grown<br />
with its audience. With a wider, more balanced scope, loads<br />
of content, and the series’ trademark panache, it chronicles<br />
an adventure both intimate and epic. A new legend has<br />
begun.<br />
9<br />
By Rex Hindrichs. VGChartz
God of War<br />
Norse Mythology
Playing God of War as a person who loves<br />
Norse mythology is like reading a really<br />
cool side story to a bunch of books you’ve<br />
read since you were a kid, but from the<br />
perspective of the villains. There are so<br />
many bits and pieces in this game which are<br />
the very definition of alternative character<br />
interpretation but it all works in the story God<br />
of War is trying to tell.<br />
How do those characters who are drawn<br />
from Norse Mythology measure up to their<br />
real world mythological counterparts? That’s<br />
what we’re here to find out.<br />
Please be warned, this article will contain<br />
spoilers for God of War, which should be<br />
a little obvious because of just how many<br />
Norse characters there are in this thing!<br />
Let’s start with the Stranger that knocks at your<br />
door. There are some pretty good signs that hint<br />
towards his identity in your first knock down drag<br />
out battle. His sheer invulnerability to all harm<br />
(including a giant rock straight up flattening the<br />
man), the big red runes on his back (which spell<br />
out cursed) and mentioning his brother in your first<br />
conversation. His inability to feel is an expansion<br />
of the myths, where the other gods would hurl<br />
weapons at him for fun. Later in the game, around<br />
halfway through, you learn that he is the Aesir God<br />
Baldur.<br />
In the mythology he’s not really described all that<br />
much, just that his mother asked everything in the<br />
world (apart from the plant Mistletoe... or a sword<br />
named Mystletainn. It gets confusing. Different<br />
cultures within the Norse sphere had different<br />
interpretation of this myth) to not cause his death<br />
after a vision he had in which he died. Of course,<br />
Norse mythology being as fatalistic as it is, Baldur<br />
ends up dying at the hands of his brother Hodr, who<br />
was tricked by Loki to throw a mistletoe arrow at<br />
him. After Ragnarok, he and Hodr are resurrected to<br />
live in the new world that is created. In God of War,<br />
Hodr doesn’t feature, so the killing Baldur thing is up<br />
to you as Kratos.<br />
Next up we’ll take a look at the Witch of the<br />
Woods, who is revealed as the goddess Freya. Her<br />
incarnation in this game is very interesting in relation<br />
to the mythology as she is a combination of two<br />
goddesses. The Vanir goddess Freyja, for her magic,<br />
her relation to the Vanir, and her being revealed in a<br />
side quest to be the original Queen of the Valkyries<br />
and the Aesir goddess Frigga, for being Odin’s wife<br />
and Baldur’s mother. Most of the characterisation in<br />
God of War is based on Frigga, especially her being<br />
the one to cast the spell of invulnerability on Baldur<br />
after having a vision of his death.
Odin isn’t featured in this game. You may be<br />
wondering why I’m mentioning him then. Well, even<br />
if he doesn’t physically appear, his actions, his<br />
command, and his sheer bloodthirstiness permeate<br />
everything within the game. He is portrayed as a<br />
villain, a vicious manipulator and murderer who<br />
ordered a genocide and is directly responsible for<br />
most of what happens in the game. Throughout the<br />
game we hear stories from various sources, people<br />
who have been directly wronged by Odin, and we<br />
are given a look into a side of Norse Myth that we<br />
haven’t really experienced before. This is in contrast<br />
to most of the mythology where he is portrayed<br />
as well intentioned though flawed at times, in his<br />
efforts to prevent Ragnarok.<br />
Tyr is also not featured in this<br />
game. But you see a whole bunch<br />
of stuff that he created, and he is<br />
portrayed as a heroic figure in<br />
contrast to Odin’s villainy.<br />
Throughout the game you learn<br />
more about Tyr and his quest for<br />
peace between the realms and<br />
eventually make your way to a<br />
place very important to him. In<br />
the mythology, there isn’t a lot<br />
about him. The main legend in<br />
which he is featured results in<br />
him getting his arm bitten off by<br />
a wolf that will eventually kill Odin<br />
in Ragnarok.<br />
The reasons why are complicated<br />
and are revealed throughout the game but rest<br />
assured whatever you might have read in the<br />
mythologies, this game puts a twist on all of it when<br />
it comes to Mimir.<br />
Quite possibly the most important mythological<br />
character in God of War, and the biggest change<br />
between the legends and the game, is The World<br />
Serpent himself. Jormangandr spends the game<br />
being in multiple locations because of his size and<br />
helping Kratos and Atreus with various parts of their<br />
quest. This is huge departure from the mythology<br />
where they are the one who poisons the seas and<br />
the earth during Ragnarok. A nice snake they were<br />
not.<br />
One of the most heavily featured<br />
characters you encounter in God<br />
of War, and one of my favourites,<br />
is the traditional Aesir God Mimir.<br />
Only in this game he’s not a God,<br />
more an old school ‘fae’ creature<br />
with a charming Scottish accent<br />
who asks you to decapitate him.
There are a lot more references to Norse<br />
Mythology in these games, but talking about<br />
them here would spoil more than I already have,<br />
and ruin some of the best moments of the game.<br />
There are some appearances by Gods and giants<br />
I haven’t mentioned here, some of them very<br />
surprising.<br />
While God of War is a worthwhile experience<br />
not only because of the fulfilling gameplay and<br />
the interpersonal relationships it is also and<br />
interesting look into a type of story we haven’t<br />
really seen in the context of Norse Mythology. The<br />
reframing of the traditional villains of the legends<br />
into allies alongside the interpretations of the<br />
Aesir as uncaring conquerors who perpetrated<br />
a genocide makes this game an unorthodox and<br />
highly unique story. One I hope Santa Monica<br />
Studios continue in the future.<br />
Written by Shaun Stoddard. Look for more<br />
of his work at https://www.facebook.com/<br />
spinionsbyshaun/
Ask staff for details.<br />
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RADERS<br />
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Get it all at Gametraders! Order in-store.
WRITTEN BY PAUL MONOPOLI<br />
It has been five years since the defeat of the<br />
reincarnation of King Piccolo at the 23rd World<br />
Martial Arts Tournament. His arch rival, Goku,<br />
is about to learn of his heritage in the most<br />
devastating way, but what if the story took<br />
another direction?<br />
of Vegeta and Nappa, and the pending<br />
re-emergence of Raditz. In the meantime<br />
Vegeta chides Raditz for his failure and<br />
ostracises him. With nowhere to turn<br />
Raditz joins the Z fighters and a new story<br />
begins.<br />
It begins the same way as it does in the<br />
beginning of Dragonball Z. Raditz arrives and tells<br />
Goku about his Saiyan heritage, along with the<br />
fact that they are brothers. He expresses<br />
his disgust at the fact that planet Earth is still<br />
populated and orders Goku to kill 100 people<br />
and deliver their bodies to Master Roshi’s island.<br />
For insurance he kidnaps Gohan and there’s<br />
nothing that Goku can do to stop him.<br />
Piccolo arrives on the scene, having encountered<br />
Raditz a little earlier, the rivals form a temporary<br />
alliance and head out to defeat the Saiyan<br />
warrior. The battle plays out a little differently in<br />
this version of the story. Gohan head butts Raditz<br />
in the chest but it does more damage than in the<br />
original Dragonball Z story. Goku grabs Raditz<br />
from behind and orders Piccolo to power up his<br />
special beam cannon. Piccolo is about to fire but<br />
Raditz shifts at the last second, leaving Goku the<br />
only recipient of the blast.<br />
In the aftermath of the attack Raditz escapes,<br />
leaving everyone in shock over Goku’s death.<br />
Piccolo decides to train Gohan for both the arrival<br />
This is the premise for the Dragonball<br />
“what if” scenario, ‘What if Raditz<br />
turned good?’ Developed by Masako<br />
X, Goku from the YouTube parody<br />
series Dragonball Z Abridged, and<br />
his co-writer Haverok, the story<br />
has become a fan favourite for<br />
people who visit the Masako X<br />
YouTube Channel. So much so that it<br />
has now been developed into a web<br />
comic, complete with accompanying<br />
voice cast.
I don’t want to give too much of the<br />
story away, but the series centres<br />
on Raditz and his daughter Ranch. In<br />
this alternative storyline Raditz and<br />
Launch (remember her from the original<br />
Dragonball?) settle down together and<br />
have a family. Ranch provides a different<br />
dynamic to the Trunks and Goten<br />
bromance seen during the latter part of<br />
Z and Dragon Ball Super.<br />
By Paul Monopoli<br />
At the time of writing this the first episode<br />
is available on YouTube, so check it out<br />
over on the Masako X channel:<br />
www.youtube.com/MasakoXtreme<br />
And the Twitter pages of Masako X and<br />
Haverock:<br />
www.twitter.com/MasakoX<br />
www.twitter.com/havelock_grave
THE CAST<br />
RADITZ<br />
Voiced By<br />
Kevin Aghani<br />
“Not every<br />
battle is played<br />
by the rules,<br />
you should<br />
be prepared<br />
for that<br />
eventuality.”<br />
LAUNCH<br />
Voiced By<br />
Amanda Hufford<br />
“I know you’ll be fine but...<br />
I’m just... Saiyan.”<br />
RANCH<br />
Voiced By<br />
COURTNEY MEEKER<br />
“I BET GIRLS WOULD MAKE<br />
STRONGER FUSIONS.”
GOKU<br />
Voiced By<br />
LAWRENCE SIMPSON<br />
“A TEST OF<br />
STRENGTH?<br />
COUNT ME IN!”<br />
GOTEN<br />
Voiced By<br />
JENNA KATHLEEN<br />
“DAD HAS BEEN<br />
SHOWING ME A<br />
FEW TRICKS OF<br />
HIS OWN!”<br />
VEGETA<br />
Voiced By<br />
ALEX WALKER SMITH<br />
“STRENGTH<br />
EH? I’M<br />
LISTENING.”<br />
BULMA<br />
Voiced By<br />
TRINA DEUHART<br />
“GUESS YOUR PRIDE<br />
IS NOTHING AGAINST<br />
THE POWER OF<br />
SHOPPING.”<br />
TRUNKS<br />
Voiced By<br />
LUCIA LOBOSVILLA<br />
“YEAH, GOTEN AND I<br />
TOTALLY MAKE THE BEST<br />
FUSION!”<br />
Check out some of the artists working on this Series: Casual misfit studios (https://twitter.com/LegionCMStudios).<br />
Malik Torihane (https://twitter.com/MALIK_DBNA) & Nexus mania (https://twitter.com/NexusMania).
THE DO’s AND DO<br />
CONTACT LENSE<br />
Non-prescription lenses, known more commonly<br />
as cosmetic or novelty contact lenses, are those<br />
aimed to change appearance. In cosplay, these are<br />
sometimes essential to creating the correct look<br />
for your character and are a commonly used part of<br />
the make-up process.<br />
Unsurprisingly placing something foreign into your<br />
body comes with a set of dangers, particularly<br />
since Australia’s Therapeutic Goods Administration<br />
does not regulate cosmetic contact lenses.<br />
Before you purchase your first set of contact<br />
lenses, have a professional optometrist to have<br />
an eye examination. They can identify any preexisting<br />
conditions that could increase the<br />
likelihood of cosmetic lenses damaging your eyes.<br />
You can also purchase cosmetic lenses through<br />
your optometrist, which is the safest option for<br />
purchasing cosmetic lenses as they are from<br />
verified brands and products. Optometrists can also<br />
train you on correct handling and storage of lenses.<br />
Most cosplayers however choose to purchase<br />
through international sellers. International sellers<br />
can be good, but they do not follow the same<br />
standards of hygiene and care provided by<br />
Australian sellers, so extra care must be taken.
NT’S OF<br />
CARE<br />
Cosplay by<br />
Anny Sims (Ichigo Momomiya)<br />
https://www.facebook.com/ChattyAnny/?fref=mentions<br />
Photography by<br />
Dark Age Photography<br />
https://www.facebook.com/DarkAgePhotography/
Cosplay by: Anny Sims (Female Loki)<br />
https://www.facebook.com/ChattyAnny/?fref=mentions<br />
Photography by: SFX IMAGES<br />
https://www.facebook.com/SFXImages/<br />
- DO NOT under any circumstances keep<br />
lenses in if your eyes are hurting or stinging.<br />
Incorrect usage of contact lenses can cause<br />
cornea damage, eye infections, and eventual<br />
blindness. You do not get another set of eyes,<br />
and it’s not worth going blind solely to look<br />
pretty for one day.<br />
- Do not swap lenses between wearers,<br />
wear lenses longer than recommended, use<br />
inappropriate contact care solutions, let<br />
lenses dry out, place lenses in unsterilised<br />
contact cases, or continue to use lenses past<br />
their expiry date. All these options increase<br />
risks of eye infection and overall damage to<br />
the eye upon wearing.<br />
- Always insert your contact lenses on a<br />
clean, make-up-less face and clean, sterilised<br />
hands or tools. Whenever you wear contact<br />
lenses, please make sure you carry contact<br />
solution for sterilising hands and tools, and a<br />
clean case. Do not ever re-insert lenses that<br />
are single use, have passed expiry or have<br />
been in an unsterilised environment.<br />
Overall, contact lenses can be a fun and<br />
wonderful way to alter your appearance and<br />
add to your cosplay; but nothing is worth<br />
losing your eyesight over. Please be careful<br />
and listen to professional advice, and you<br />
should have a safe and fun time with your<br />
lenses.<br />
By Anny Sims
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